Trains: Difference between revisions

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(→‎Notes: Codified, linking to easy track system explanation.)
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*<code>[[func_tracktrain]]</code> &mdash; The part that moves. Brush-based.
*<code>[[func_tracktrain]]</code> &mdash; The part that moves. Brush-based.
*<code>[[path_track]]</code> &mdash; A waypoint on the track. Invisible and non-solid.
*<code>[[path_track]]</code> &mdash; A waypoint on the track. Invisible and non-solid.
*<code>[[func_tanktrain]]</code> &mdash; Train that attacks and that can be killed.
*<code>[[func_tanktrain]]</code> &mdash; Train that attacks and dies.


==== Other entities ====
==== Other entities ====

Revision as of 10:00, 23 September 2007

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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

Entities not in the FGD

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 correct 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. (For details, see path_track.)

External links

The following SDKNuts tutorials all includes the use of trains: