Trains: Difference between revisions
Jump to navigation
Jump to search
m (→External links) |
m (SDK Nuts again) |
||
Line 1: | Line 1: | ||
{{Abstract Mapping}} __NOTOC__ | {{Abstract Mapping}} __NOTOC__ | ||
This page is about [[Source]] train entities. Train entities move along a | This page is about [[Source]] train entities. Train entities move along a predetermined track, and can look represent anything that moves. | ||
==Entities== | == Entities == | ||
==== Main entities ==== | ==== Main entities ==== | ||
*{{ent|func_tracktrain}} | *{{ent|func_tracktrain}} - The part that moves. Brush-based. | ||
*{{ent|path_track}} | *{{ent|path_track}} - A waypoint on the track. Invisible and non-solid. | ||
*{{ent|func_tanktrain}} | *{{ent|func_tanktrain}} - Train that attacks and dies. | ||
==== Other entities ==== | ==== Other entities ==== | ||
*{{ent|func_platrot}} | *{{ent|func_platrot}} - Raises or lowers a stopped train, turning as it changes height (as seen in [[Half-Life]]). | ||
*{{ent|func_traincontrols}} | *{{ent|func_traincontrols}} - Lets players control the train. | ||
*{{ent|func_trackchange}} | *{{ent|func_trackchange}} | ||
*{{ent|func_trackautochange}} | *{{ent|func_trackautochange}} | ||
==== Entities [[This Feature is Not Available by Default|not in the FGD]] ==== | ==== Entities [[This Feature is Not Available by Default|not in the FGD]] ==== | ||
*{{ent|func_train}} | *{{ent|func_train}} | ||
*{{ent|func_plat}} | *{{ent|func_plat}} - Raises or lowers a stopped train (without rotation). | ||
==Notes== | == Notes == | ||
*If you want a prop to behave as a train, parent it to an invisible {{ent|func_tracktrain|}}. | * If you want a prop to behave as a train, parent it to an invisible {{ent|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. | * 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 {{ent|path_track}} by hand. Create the first one, then <Shift | * You don't need to create each {{ent|path_track}} by hand. Create the first one, then <code>Shift-drag</code> it to create another; the new one will be automatically linked from the previous one. This works even for inserting new {{ents|path_track|s}} between existing ones. | ||
<!-- all dead | |||
== External links == | |||
The following SDKNuts tutorials all includes the use of trains: | The following SDKNuts tutorials all includes the use of trains: | ||
* [http://sdknuts.net/akg/tutorials/wiseTrains.asp Player Controllable Trains] | * [http://sdknuts.net/akg/tutorials/wiseTrains.asp Player Controllable Trains] | ||
Line 33: | Line 33: | ||
* [http://sdknuts.net/akg/tutorials/wiseElevators.asp HL2 Elevator] | * [http://sdknuts.net/akg/tutorials/wiseElevators.asp HL2 Elevator] | ||
* [http://sdknuts.net/akg/tutorials/wiseLaser.asp Moving Laser] | * [http://sdknuts.net/akg/tutorials/wiseLaser.asp Moving Laser] | ||
--> |
Revision as of 02:55, 4 February 2008
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 predetermined track, and can look represent anything that moves.
Entities
Main entities
- func_tracktrain - The part that moves. Brush-based.
- path_track - A waypoint on the track. Invisible and non-solid.
- func_tanktrain - Train that attacks and dies.
Other entities
- func_platrot - Raises or lowers a stopped train, turning as it changes height (as seen in Half-Life).
- func_traincontrols - Lets players control the train.
- func_trackchange
- func_trackautochange
Entities not in the FGD
- func_train
- func_plat - Raises or lowers a stopped train (without rotation).
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 newpath_tracks
between existing ones.