func_trackchange
func_trackchange
is a brush entity available in all Source games.
Entity description
It works as a rotating/moving platform that will carry a func_tracktrain
to a new track. It must be larger in X-Y planar area than the train, since it must contain the train within these dimensions in order to operate when the train is near it.
As opposed to func_trackautochange
, this entity does not have a Trigger
input.
KeyValues
Trackchange:
- Travel Altitude
(height)
<integer> - The vertical height above the track that the train moves. Negative values move the train below the track.
- Spin amount
(rotation)
<integer> - The amount this platform should rotate as it moves, in degrees.
- Train to Switch
(train)
<targetname> - Name of the
func_tracktrain
this platform will transport to the top/bottom track.
- Top Track
(toptrack)
<targetname> - Name of last
path_track
of the top path. If the Start at Bottom flag is selected, this is the name of the first path_track at the top path.
- Bottom Track
(bottomtrack)
<targetname> - Name of first
path_track
of the top path. If the Start at Bottom flag is selected, this is the name of the last path_track at the bottom path.
- Move/Rotate Speed
(speed)
<integer> - Speed at which the entity travels the whole way up/down (units per second).
- Move Sound
(movesnd)
<choices> - The sound played whenever the platform starts moving.
- 0: No Sound
- 1: big elev 1
- 2: big elev 2
- 3: tech elev 1
- 4: tech elev 2
- 5: tech elev 3
- 6: freight elev 1
- 7: freight elev 2
- 8: heavy elev
- 9: rack elev
- 10: rail elev
- 11: squeek elev
- 12: odd elev 1
- 13: odd elev 2
- Stop Sound
(stopsnd)
<choices> - The sound played when the platform stops moving.
- 0: No Sound
- 1: big elev stop1
- 2: big elev stop2
- 3: freight elev stop
- 4: heavy elev stop
- 5: rack stop
- 6: rail stop
- 7: squeek stop
- 8: quick stop
- Sound Volume 0.0 - 1.0
(volume)
<string> - Sound volume
Base:
- Collisions
(solid)
<choices> - Method of collision for this entity.
- 0: None
- 1: BSP (QPhysics) !FGD
Bug:In
, if an entity using QPhysics collisions is hit by Gel, the game will crash!
- 2: Bounding Box
- 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) !FGD
- 4: Oriented Bounding Box but constrained to Yaw only !FGD
- 5: Custom/Test (Usually no collision with anything) !FGD
- 6: VPhysics
- Parent
(parentname)
<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Tip:Entities transition to the next map with their parents
Tip:
phys_constraint
can be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)
<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note:Hammer does not move the entities accordingly only in the editor.
- 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.
- Classname
(classname)
<string> !FGD - Determines the characteristics of the entity before it spawns.
Note:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Flags
(spawnflags)
<integer> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)
<integer> !FGD - Combination of effect flags to use.
- Entity Scripts
(vscripts)
<scriptlist> (in all games since) (also in
)
- 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. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function
(thinkfunction)
<string> (in all games since) (also in
)
- Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. 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!
- 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.
VisibleBrush:
- Minimum Light
(_minlight)
<float> - Minimum amount of light to hit this brush. 0 is none, 1 is normal, and 2 is doubled.
- Damage Filter Name
(damagefilter)
<targetname> - When this entity receives damage, it will filter by this entity.
- Render Mode
(rendermode)
<choices> - Set a non-standard rendering mode on this entity.
- Render FX
(renderfx)
<choices> - Various somewhat legacy alpha effects.


- 0: None
- 1: Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
- 2: Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
- 3: Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
- 4: Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
- 5: Slow Fade Away (decreases alpha by -1 per frame/(in all games since
) Fades out over 4 s)
- 6: Fast Fade Away (decreases alpha by -4 per frame/(in all games since
) Fades out over 1 s)
- 7: Slow Become Solid (increases alpha by +1 per frame/(in all games since
) Fades in over 4 s)
- 8: Fast Become Solid (increases alpha by +4 per frame/(in all games since
) Fades in over 1 s)
- 9: Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
- 10: Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
- 11: Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
- 12: Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
- 13: Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
- 14: Constant Glow ("NoDissipation;" purpose uncertain—for sprites?) (not in
)
- 15: Distort (causes unnatural flickering and position shifting)/(in all games since
) Fade Out (instant; not very useful outside of code)
- 16: Hologram (Distort + "distance fade")/(in all games since
) Fade In (instant; not very useful outside of code)
- 17: Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts) (in
)/Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in all games since
)
Confirm:which branches/games is it available in, and where does it do what?
- 18: Glow Shell (purpose unclear) (in all games since
) (not in
)
Confirm:what does this do? and which games is it in?
- 19: Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)") (not in
)
- 20: Environmental Rain ("for environmental rendermode, make rain") (in
) (not in
)
Confirm:which games? may be nonfunctional.
- 21: Environmental Snow ("for environmental rendermode, make snow") (in
) (not in
)
Confirm:which games? may be nonfunctional.
- 22: Spotlight FX ("TEST CODE for experimental spotlight") (in
) (not in
)
- 23: Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it) (in
) (not in
)
Confirm:which games? may be nonfunctional?
- 24: Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in
) (not in
)
- 25:
kRenderFXMax
/Fade Near (removed since) (not in
)
Todo: what does this do? may be nonfunctional
- Render FX / Transparency (0–255)
(renderamt)
<integer 0–255> - 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.
- Shadow Cast Distance
(shadowcastdist)
<integer> !FGD - Sets how far the entity casts dynamic shadows. 0 means default distance from the
shadow_control
entity.
- Shadows
(vrad_brush_cast_shadows)
<integer> !FGD - Determines if this entity will cast lightmap shadows.
- 0: No shadows
- 1: Cast shadows
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean> - Prevent the entity from receiving shadows on itself.
- Texture Frame
(texframeindex)
<integer> !FGD - The frame number for any animated textures on this entity.
DXLevelChoice:
- Minimum DX Level
(mindxlevel)
<choices> (removed since)
- The entity will not exist if the engine is running outside the given range of DirectX Versions.
Warning:If these are used, the object may break when the user switches their DirectX settings.
SystemLevelChoice:
- Maximum Effect Details Level
(maxcpulevel)
<choices> (in all games since)
- Don't render for players with Effect Details levels that exceed the minimum or maximum.
- 0: Default ("Low" for
mincpulevel
, "High" formaxcpulevel
) - 1: Low
- 2: Medium
- 3: High
- 0: Default ("Low" for

cpu_level
command, the command Effect Details uses.- Maximum Shader Details Level
(maxgpulevel)
<choices> (in all games since)
- Don't render for players with Shader Details levels that exceed the minimum or maximum.
- 0: Default ("Low" for
mingpulevel
, "Very High" formaxgpulevel
) - 1: Low
- 2: Medium
- 3: High
- 4: Very High
- 0: Default ("Low" for

gpu_level
command, the command Shader Details uses.Shadow:
- Disable Shadows
(disableshadows)
<boolean> - Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a
prop_static
. Does not affect shadow mapping. - Disable ShadowDepth
(disableshadowdepth)
<boolean> (in all games since)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Projected Texture Cache
(shadowdepthnocache)
<choices> (in all games since)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
- 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
- Disable flashlight
(disableflashlight)
<boolean> (in all games since)
- Used to disable projected texture lighting and shadows on this entity.
- Minimum Light Level
(_minlight)
<string> - The minimum level of ambient light that hits this brush.
Flags
- [
1
] : Auto Activate train
- [
2
] : Relink track
- [
8
] : Start at Bottom
Platform starts at the bottom track instead of the top one.
- [
16
] : Rotate Only
- [
64
] : X Axis
Train rotates around the X-axis instead of the Z-axis. Can be combined with Y Axis.
- [
128
] : Y Axis
Train rotates around the Y-axis instead of the Z-axis. Can be combined with X Axis.
Inputs
Visible Brush:
Alpha
<integer 0–255>- 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
.
AlternativeSorting
<boolean>- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color
<color255>- Sets an RGB color for the entity.
SetDamageFilter
<targetname>- Sets a filter for this entity for when it receives damage.
EnableDamageForces
- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
- Prevents the entity from being pushed by damage done to it.Shadow:
DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying
EF_NOSHADOW
.
EnableShadow
- Turn dynamic shadows on for this entity.
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.