Func tracktrain: Difference between revisions
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Note:Unless the
Note:Tracktrains only update their movement direction 10 times per second. At higher speeds, this can result in them overshooting the track, especially with sharp turns. The older func_train entity is not affected by this issue, so it may be a suitable alternative for high-speed objects.
Bug:Due to poor coding, the
Bug:Trains stop short at a distance from their targets, regardless of speed. The higher the speed, the further away it will stop from the path_track. At low speeds, this is negligible. [todo tested in ?]
m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.) |
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{{distinguish|func_tanktrain}} | {{distinguish|func_tanktrain}} | ||
{{tabs|func tracktrain|goldsrc = 1|source = 1|main = source}} | {{tabs|func tracktrain|goldsrc = 1|source = 1|main = source}} | ||
{{CD|CFuncTrackTrain|file1=trains.cpp}} | |||
{{this is a|brush entity|name=func_tracktrain}} It functions as a moving platform that the player can ride. It follows a path of {{Ent|path_track}} entities. | {{this is a|brush entity|name=func_tracktrain}} It functions as a moving platform that the player can ride. It follows a path of {{Ent|path_track}} entities. | ||
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{{bug|Due to poor coding, the <code>Reverse</code> and <code>StartBackward</code> may not function correctly if the <code>New Train Speed</code> property in the involved {{ent|path_track}} entities is set to 0. The train may fail to reverse, jamming in place or moving in the wrong direction. To solve this issue, some or all of the <code>path_tracks</code> must have their <code>New Train Speed</code> variable set to a non-zero value.}} | {{bug|Due to poor coding, the <code>Reverse</code> and <code>StartBackward</code> may not function correctly if the <code>New Train Speed</code> property in the involved {{ent|path_track}} entities is set to 0. The train may fail to reverse, jamming in place or moving in the wrong direction. To solve this issue, some or all of the <code>path_tracks</code> must have their <code>New Train Speed</code> variable set to a non-zero value.}} | ||
{{bug|Trains stop short at a distance from their targets, regardless of speed. The higher the speed, the further away it will stop from the path_track. At low speeds, this is negligible.}} | {{bug|Trains stop short at a distance from their targets, regardless of speed. The higher the speed, the further away it will stop from the path_track. At low speeds, this is negligible.}} | ||
== Keyvalues == | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV BaseTrain}} | {{KV BaseTrain}} | ||
Revision as of 18:18, 21 July 2024
Not to be confused with func_tanktrain.
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CFuncTrackTrain |
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func_tracktrain
is a brush entity available in all Source games. It functions as a moving platform that the player can ride. It follows a path of path_track entities.

Fixed Orientation
flag is set, build your train so that the front of the train is facing down the X axis. (This means that the front of the train is visible in the front view, etc.) When it spawns it will automatically rotate to face the next path_track
on the path.

Reverse
and StartBackward
may not function correctly if the New Train Speed
property in the involved path_track entities is set to 0. The train may fail to reverse, jamming in place or moving in the wrong direction. To solve this issue, some or all of the path_tracks
must have their New Train Speed
variable set to a non-zero value. [todo tested in ?]
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Distance between wheels is the distance in Hammer Units between the front axle and rear axle of your train. The rear axle moves the train and stays on the track. The front axle turns as it approaches path_tracks and does not stay on the track.