Func train: Difference between revisions

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{{ent not in fgd}}
{{ent not in fgd}}
{{HL_series_point|func_train}} It is a used leftover from Quake that ping-pongs between the start and end of its path. In GoldSrc, it is primarily used for looping auto-scrolling backgrounds. In Source, it has been superseded in usability with the introduction of parenting of entities, rendering it obsolete but still functional.
{{HL_series_point|func_train}} It is a used leftover from [[Quake]] that ping-pongs between the start and end of its path. In GoldSrc, it is primarily used for looping auto-scrolling backgrounds. In Source, it has been superseded in usability with the introduction of parenting, rendering it obsolete but still functional.


==Entity Description==
==Entity Description==

Revision as of 17:51, 25 October 2017

Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.

Template:HL series point It is a used leftover from Quake that ping-pongs between the start and end of its path. In GoldSrc, it is primarily used for looping auto-scrolling backgrounds. In Source, it has been superseded in usability with the introduction of parenting, rendering it obsolete but still functional.

Entity Description

FGD Code

@SolidClass base(Targetname, Origin, RenderFields) = func_train
[
	spawnflags(flags) =
	[
		8 : "Non-solid" : 0
	]
	texframeindex(integer) : "Initial Brush Frame Index" : : "Use this to set the initial frame of materials with multiple frames in the brush"
	target(target_destination) : "First path_corner"
	noise1(sound) : "Movement Sound" : : "The sound to play when the train moves."
	noise2(sound) : "Stop Sound" : : "The sound to play when the train stops moving."
	speed(float) : "Speed" : "50.000000" : "Speed at which the brush moves."
	volume(float) : "Sound volume [0.0, 10.0]" : "0.000000"
	dmg(float) : "Crush Damage" : "0.000000"
	input Toggle(void) : "Toggle movement"
	input Start(void) : "Start movement"
	input Stop(void) : "Stop movement"
	input Use(void) : "Toggle movement - has a different functionality than Toggle"
]

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

  • Origin:
Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
  • RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.
  • texframeindex
<integer> Use this to set the initial frame of materials with multiple frames in the brush
  • target
<target_destination> First path_corner
  • noise1
<sound> The sound to play when the train moves.
  • noise2
<sound> The sound to play when the train stops moving.
  • speed
<float> Speed at which the brush moves.
  • volume
<float> Sound volume 0.0 to 10.0
  • dmg
<float> Crush Damage

Flags

  • 8 : Non-solid

Inputs

  • RenderFields:
Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.
  • Toggle
Toggle movement between start and stop
  • Start
Start movement
  • Stop
Stop movement
  • Use
Toggle movement - the train will move only when the input is triggered.

Outputs