Trains: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(more entities)
Line 8: Line 8:
Other entities
Other entities
*[[func_train]] —  
*[[func_train]] —  
*[[func_plat]]  
*[[func_plat]] — raises or lowers a stopped train
*[[func_platrot]]
*[[func_platrot]] — like previous, but turns as it changes height
*[[func_traincontrols]]
*[[func_traincontrols]] — lets players control the train
*[[func_trackchange]]
*[[func_trackchange]]
*[[func_trackautochange]]
*[[func_trackautochange]]

Revision as of 20:29, 25 October 2005

Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want

Ammunition | List of HL2 Animals and Creatures | Mapping with Antlions | Beams and Lasers | Cables and Ropes | Moving Clouds | Color Theory in Level Design | Combat | Combine | Compression (Source 1) | Doors | Dust, Fog, & Smoke | Elevators | Level Transitions | Environmental Lighting, Sun, Weather, & Outdoors | Explosions | Fire | Half-Life 2 Foliage | Glass & Windows | Headcrab | Health | Ladders | Lighting | Optimization (level design) | Physics | Retinal scanners | Sound and Music | Special effects | Terrain | Trains | Turrets | Water | Weapons | Zombie

This page is about Source train entities. Train entities move along a pre-determined track, and can look like anything (not just locomotives).

Entities

Main entities

Other entities

Notes

  • If you want a prop to behave as a train, parent it to an invisible func_tracktrain.
  • Trains must be constructed facing east (in the Top viewport of Hammer, this is facing right) otherwise they will be pointing the wrong direction in-game. They will turn themselves to face the correect direction.
  • You don't need to create each path_track by hand. Create the first one, then shift-drag it to create another; the new one will be automatically linked from the previous one. This works even for inserting new path_tracks between existing ones.

External links