Talk:Func tracktrain

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Consider using filter_activator_class to affect your train without dependence on path_track. Using a filtered trigger, you can detect the func_tracktrain passing and issue commands like stop or startbackwards. I first used this on an elevator to avoid path_track problems. The triggers can be enabled and disabled giving some flexibility for complexity that path_track is lacking. --Ninjaofsauce (talk) 02:12, 24 May 2019 (UTC)

Needs the disablereceiveshadows keyvalue too. Has this keyvalue been removed from ALL the entities??? --Andreasen 06:43, 28 Sep 2006 (PDT)

Yes it apparently has, probably through bad management of templates. (It could possibly even be me.), mental note: What I need to do now is to go through some entities, see if they have shared a common template somewhere in the past, and see if the keyvalue and be inserted into a common template that all these entities use.


Okay, I've gone through all the entities that should have the disablereceiveshadows keyvalue listed, and below is the list. Time to find the common template and make sure that it applies to all entries in this list, and only those entries. --Andreasen 10:32, 28 Sep 2006 (PDT)

func_breakable func_breakable_surf func_brush func_button func_conveyor func_door func_door_rotating func_guntarget func_illusionary func_lookdoor func_monitor func_movelinear func_physbox func_platrot func_rotating func_tank func_tankairboatgun func_tankapcrocket func_tanklaser func_tankmortar func_tankphyscannister func_tankpulselaser func_tankrocket func_tanktrain func_trackautochange func_trackchange func_tracktrain func_wall func_wall_toggle momentary_rot_button

cycler cycler_actor env_rotorshooter env_shooter env_sprite generic_actor monster_generic npc_alyx npc_antlion npc_antlion_grub npc_antlionguard npc_apcdriver npc_barnacle npc_barney npc_breen npc_bullseye npc_citizen npc_clawscanner npc_combine_camera npc_combine_s npc_combinedropship npc_combinegunship npc_crabsynth npc_cranedriver npc_crow npc_cscanner npc_dog npc_eli npc_enemyfinder npc_fastzombie npc_fastzombie_torso npc_fisherman npc_furniture npc_gman npc_headcrab npc_headcrab_black npc_headcrab_fast npc_helicopter npc_ichthyosaur npc_kleiner npc_launcher npc_manhack npc_metropolice npc_ministrider npc_missiledefence npc_monk npc_mortarsynth npc_mossman npc_pigeon npc_poisonzombie npc_rollermine npc_seagull npc_sniper npc_spotlight npc_stalker npc_strider npc_turret_ground npc_vehicledriver npc_vortigaunt npc_zombie npc_zombie_torso npc_zombine point_spotlight prop_physics prop_physics_multiplayer

Work halted until the wiki search engine works properly again. --Andreasen 11:02, 28 Sep 2006 (PDT)

Two missing outputs

Should be added.


It seems like this function doesn't work, at least for me. Anyone else get it working? If not, I suggest that we add a notice to the article about this problem.JJ45 09:37, 18 Nov 2006 (PST)

I'm pretty sure it works. I've used it before. --Darthkillyou 15:02, 27 Aug 2007 (PDT)
StartBackward works perfectly for me, but it might not meet your expectations of it. What are those, exactly? I expected the train to reverse its direction and to travel back the way it came from, and it did that. --Andreasen 10:48, 24 Sep 2007 (PDT)
When I use StartBackward or Reverse, nothing happens. Like, literally, absolutely nothing. I would define that as not working. Any tips? Thelonesoldier 20:12, 14 Dec 2007 (PST)
Are your path_tracks connected to each other? Is the func_tracktrain using first stop on one of those path_track? Check the Flags tab to see if the point is Disabled, Fire Once, Disable Train, Teleport to This Track because those all could affect it. --Ninjaofsauce (talk) 02:12, 24 May 2019 (UTC)

Stationary rotating platform

Does anyone know if there's a way to make a tracktrain sit in one spot and rotate each time it's triggered? I'm trying to set up an entity that rotates between 5 positions each time a button is pressed. (needs to rotate 72 degrees with each trigger) My first thought was to stack several nodes in one location, each with a seperate target angle but this doesn't work as the tracktrain's instantly reached it's target node and has no time to turn.

func_rotatingts2do 11:22, 25 Feb 2007 (PST)

Stopping short

I have noticed that whenever a func_tracktrain approaches path_track, it does not stop on the track, it stops short - is there any way to fix this? (changing wheel distance does not affect this) --Quanta 18:32, 8 Jun 2008 (PDT)

  • EDIT: using func_train fixes this --Quanta 18:42, 8 Jun 2008 (PDT)
  • Testing shows func_tracktrains to stop about 5 units early at a train speed of 64, but only on midway tracks - it stops precisely on the endpoints --Quanta 15:29, 1 Jul 2008 (PDT)

Going Backwards?

I'm using one of these for a simple elevator. It works fine for the trip down, but up is a problem. It reaches the bottom, the second path_track triggers a logic_relay to open the door via the OnPass output. The control button then unlocks. Then it gets used again, OnOut command triggers another logic_relay to close the door, trigger an ambient_generic, then after a time delay start moving after triggering the StartBackward input, or at least it's supposed to do. I think it triggers the second tracks OnPass once it starts to move again. How can I fix this?

StartBackward as an output.--Gear 11:47, 25 December 2009 (UTC)

Flag 128 : HL1 Train?

Anybody have any idea what this does differently? --Mattshu 01:20, 24 December 2010 (UTC)

It says it in the article

128 : HL1 Train - Set this flag if you want the player to be able to ride on or in a train while it is moving rapidly, or accelerating. (At least in Portal--I haven't tested this flag with a Half Life 2 map.) Not setting this flag will cause the player to be knocked off the train (and take blocking damage, if set) when he bumps into collision surfaces parented to it (sometimes.) --Omnicoder 02:47, 24 December 2010 (UTC)


The MoveToPathNode input doesn't seem to be listed on this page or that of path_track. Is it only available in cs:go? Does it work?

--ThunderKeil 18 May 2020