Trains

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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

Setting Up a Basic Razor Train

First of all start off with where in your map you wish to put your train and get a general idea of how your map will look and how the train will travel in this area. Here is an example, nothing special. http://developer.valvesoftware.com/w/images/3/37/Trains1.png

Next create a standard block with the tools/invisible texture, this will be our actual func_tanktrain entity. Now add a prop_dynamic and go to the model viewer and select your train model, in this case a Half Life 2 Combine Razor Train. Visible in the pic below is the razor train engine and the small block that we have made so far. http://developer.valvesoftware.com/w/images/9/9c/Trains2.png

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 Team Fortress 2 mappers: If you wish to duplicate the trains as seen in CP Well, it is necessary to parent a trigger_hurt to a func_tracktrain, as trains will not normally hurt on touch. To get the "killed by train" icon in the killbar, the damage type must be set to freeze.

See Also