Trains: Difference between revisions

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{{Abstract Mapping}} __NOTOC__
{{Abstract Mapping}} __NOTOC__
This page is about [[Source]] train entities. Train entities move along a pre-determined track, and can look represent anything that moves.
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}} — The part that moves. Brush-based.
*{{ent|func_tracktrain}} - The part that moves. Brush-based.
*{{ent|path_track}} — A waypoint on the track. Invisible and non-solid.
*{{ent|path_track}} - A waypoint on the track. Invisible and non-solid.
*{{ent|func_tanktrain}} — Train that attacks and dies.
*{{ent|func_tanktrain}} - Train that attacks and dies.


==== Other entities ====
==== Other entities ====
*{{ent|func_platrot}} — Raises or lowers a stopped train, turning as it changes height (as seen in [[Half-Life]]).
*{{ent|func_platrot}} - Raises or lowers a stopped train, turning as it changes height (as seen in [[Half-Life]]).
*{{ent|func_traincontrols}} — Lets players control the train.
*{{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}} — Raises or lowers a stopped train (without rotation).
*{{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>-drag 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. (For details, see {{ent|path_track}}.)
* 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.
 
==External links==


<!-- 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]
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* [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

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This page is about Source train entities. Train entities move along a predetermined track, and can look represent anything that moves.

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.