func_train
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This entity is not in the FGD by default.
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func_train
is a point entity available in all Source games. It is a leftover from Quake that ping-pongs between the start and end of a series of path_corners. It was mostly replaced by func_tracktrain
in GoldSrc, but was still used for looping auto-scrolling backgrounds. In Source, the introduction of parenting has rendered this method obsolete. However, the entity is still functional.

func_tracktrain
is, making it a good alternative for fast-moving objects.
Default.Null
with a volume of 0 to play no sound.Contents
FGD Code
@SolidClass base(Targetname, Origin, RenderFields) line(255 255 0, targetname, target) = func_train: "An old entity leftover from Quake. It follows a series of path_corner entities." [ spawnflags(flags) = [ 8 : "Non-solid" : 0 ] target(target_destination) : "Spawn path_corner" : : "The name of the first path_corner in the train's path. The train will spawn at this path_corner." speed(float) : "Speed" : "50" : "Speed at which the train moves." noise1(sound) : "Movement Sound" : "Default.Null" : "The sound to play when the train moves. This must be specified, but can be set to 'Default.Null' to play no sound." noise2(sound) : "Stop Sound" : "Default.Null" : "The sound to play when the train stops moving. This must be specified, but can be set to 'Default.Null' to play no sound." volume(float) : "Sound volume (0-10)" : "10" : "Volume of the sounds emitted when moving and stopping." dmg(float) : "Crush Damage" : "0" : "Amount of damage to deal to entities blocking the train." // Inputs input Toggle(void) : "Toggle movement" input Start(void) : "Start movement" input Stop(void) : "Stop movement" ]
Keyvalues
Brush:
- Minimum Bounding Box Size
(mins)
<vector>
!FGD - Starting at the brush's origin, draw a bounding box this large. Requires
maxs
if used so the other side of the box isn't empty.
- Maximum Bounding Box Size
(maxs)
<vector>
!FGD - Starting at the brush's origin, draw a bounding box this large. Requires
mins
if used so the other side of the box isn't empty.



- Collisions
(solid)
<choices>
!FGD - Method of collision for this entity.
- 0: None
- 1: BSP (QPhysics)
- 2: Bounding Box
- 3: Oriented Bounding Box
- 4: Oriented Bounding Box, constrained to Yaw only
- 5: Custom/Test
- 6: VPhysics
Base:
- Classname
(classname)
<string>
- The classname defines the type of entity. Classnames can be changed using
AddOutput
, which will influence how the engine deals with the entity in certain circumstances.
- Global Entity Name
(globalname)
<string>
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Parent
(parentname)
<targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a
trigger_transition
. Some entities which aren't intended to be parented may not function correctly.phys_constraint
can be used as a workaround to parenting.
- Origin (X Y Z)
(origin)
<coordinates>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Pitch Yaw Roll (X Y Z)
(angles)
<angle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note: This works on brush entities, although Hammer doesn't show the new angles.
- Flags
(spawnflags)
<integer>
- Toggles features of an entity, its specific number is determined by the combination of flags added.
- Response Contexts
(ResponseContext)
<string>
- Pre-defined response system contexts for this entity. Format is
key:value,key:value,...
. Contexts may be filtered.
- Hammer ID
(hammerid)
<integer>
!FGD - The entity's Hammer ID. Mainly used by plugins and debugging commands, such as
ent_keyvalue
. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID. - Entity Scripts
(vscripts)
<scriptlist>
(in all games since)
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function
(thinkfunction)
<string>
(in all games since)
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)
<boolean>
(in all games since) !FGD
- Set to Yes to lag compensate this entity. Should be used very sparingly!
- Disable for Xbox 360
(disableX360)
<boolean>
(in all games since) !FGD
- If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.
- Is Automatic-Aim Target
(is_autoaim_target)
<boolean>
(in all games since) !FGD
- If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
RenderFields:
- Render Mode
(rendermode)
<choices>
- Set a non-standard rendering mode on this entity.
ᅠ
ᅠ
- Render FX / Transparency (0 - 255)
(renderamt)
<integer>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)
<color255>
- Color tint.
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean>
- Prevent the entity from receiving shadows on itself.
RenderFXChoices:
- Render FX
(renderfx)
<choices>
- Preset pattern of appearance effects.
ᅠ
ᅠ
- Spawn path_corner
(target)
<targetname>
- The name of the first path_corner in the train's path. The train will spawn at this path_corner.
- Speed
(speed)
<float>
- Speed at which the train moves.
- Movement Sound
(noise1)
<string>
- The sound to play when the train moves.
- Stop Sound
(noise2)
<string>
- The sound to play when the train stops moving.
- Sound Volume (0-10)
(volume)
<float>
- Volume of the sounds emitted when moving and stopping.
- Crush Damage
(dmg)
<float>
- Amount of damage to deal to entities blocking the train.
Flags
- 8 : Non-solid
Inputs
Base:
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
. SetParent
<string>
- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
AddOutput
<string>
- Evaluates a keyvalue/output on this entity.
Format:<key> <value>
Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1
toFireUser4
- Fire the
OnUser
outputs; see User Inputs and Outputs. Use
!FGD- Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs. DispatchEffect
<string>
(removed since) !FGD
- Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since
.
DispatchResponse
<string>
!FGD- Dispatches a response to the entity. See Response and Concept.
AddContext
<string>
- Adds to the entity's list of response contexts. Format is
<key>:<value>
. RemoveContext
<string>
- Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext
<string>
- Removes all contexts from this entity's list.
RunScriptFile
<script>
(in all games since)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string>
(in all games since)
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In
, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction
<string>
(in all games since) !FGD
- Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin
<coordinates>
(in all games since) !FGD
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles
<angles>
(in all games since) !FGD
- Set this entity's angles.
RenderFields:
Alpha
<integer>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than
0
. Color
<color255>
- Sets an RGB color for the entity.
Toggle
- Toggle movement
Start
- Start movement
Stop
- Stop movement
Outputs
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.