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.
Values:
- 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 parentsTip: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. Tip: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.
Internal keyvalues used by VRAD:
- Minimum Light Level
(_minlight)
<float> - Multiplier of minimum amount of light to hit this brush.
- Shadows
(vrad_brush_cast_shadows)
<choices> - Determines if this entity will cast lightmap shadows.
- 0: No shadows
- 1: Cast shadows
VisibleBrush:
- Render Mode
(rendermode)
<choices> - Set a non-standard rendering mode on this entity.
- Render FX
(renderfx)
<choices> - Various somewhat legacy alpha effects.
Bug:Alpha effects from 0 to 10 are unavailable due to the bug in code in Counter-Strike: Global Offensive
|
- 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.
- Texture Frame
(texframeindex)
<integer> !FGD - The frame number for any animated textures on this entity.
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 Receiving Shadows
(disablereceiveshadows)
<boolean> - Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance
(shadowcastdist)
<integer> !FGD - Sets how far the entity casts dynamic shadows. 0 means default distance from the
shadow_control
entity. - Disable ShadowDepth
(disableshadowdepth)
<boolean> (in all games since ) - Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight
(disableflashlight)
<boolean> (in all games since ) - Used to disable projected texture lighting and shadows on 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.
|
SystemLevelChoice:
- Minimum / Maximum Effect Details Level
(mincpulevel / maxcpulevel)
<choices> (in all games since ) - Don't render for players with Effect Details levels that exceed the minimum or maximum.[Key names are related to
cpu_level
cvar used by Effect Details.]
|
- Minimum / Maximum Shader Details Level
(mingpulevel / maxgpulevel)
<choices> (in all games since ) - Don't render for players with Shader Details levels that exceed the minimum or maximum.[Key names are related to
gpu_level
cvar used by Shader Details.]
|
DXLevelChoice:
- Minimum / Maximum DX Level
(mindxlevel / maxdxlevel)
<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.
|
- 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.