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func_train

The func_train can move along a path made from path_corner entities. It is a more feature-rich movable object as func_door is.
It can serves as env_laser/env_beam target, trigger_camera target and just as a elevator or... train!

Keyvalues

"Classification", classify :
Classification of this train. If specified, enemies of this class will attack this train.

"First stop target", target :
The name of the first path_corner (where the train starts). Train is teleported to this position on map start, no matter where
it's placed.

"Move Sound", movesnd :
Sound that is played while the train is moving.

"Move Sound Loops?", movesnd_loop :
Sets if Move Sound should be looped during brush movement until it stops.

"Stop Sound", stopsnd :
Sound which is played once as the train stops moving.

"Speed", speed :
Movement-speed in units per second.

"Angular Velocity (X Y Z)", avelocity :
Axial rotation each second. Fist value rotates brush around Y axis, second around Z axis, and the last one rotates brush around X axis. E. g. '0 180 0' makes train rotates 180 degrees around Z (height) axis, counter clockwise each second.

"Damage on crush", dmg :
Axial rotation each second. Fist value rotates brush around Y axis, second around Z axis, and the last one rotates brush around X axis. E. g. '0 180 0' makes train rotates 180 degrees around Z (height) axis, counter clockwise each second.

"Contents", skin :
It's used to change the 'contents' of this brush (e.g. water makes it behave as water when entities going though it).
You don't really need to use this.

"Sound Volume", volume :
Self-explanatory.

"Obey Trigger Mode", m_iObeyTriggerMode :
Originally, func_train would not interpret use-types "Off" and "On" as "Toggle". This keyvalue allows you to use "On" to proceed the train and "Off" to stop it.

"Sound Replacement File", soundlist :
Allows you to setup a sound replacement file for the func_tracktrain sounds. The path begins in 'svencoop/sound/mapname', whereas 'mapname' would be your map's name. You can go to the parent directory using '../'. A valid sound replacement file contains one or more lines with two sound-paths, which are separated by a space and wrapped into quotes. The first sound is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using '../' in that case. These sounds do not need to be precached using a custom_precache point entity.

"Move Sound Override", noise :
Custom sound file that is playing when entity is moving. Overrides default "Move Sound" sound.

"
Stop Sound Override",
 noise1 :
Custom sound file to play when the entity ends movement. Overrides default "Stop Sound" sound.


Flags


8: "Not solid": Train have it's collision off.


Notes

  • Requirements for origin brush are questionable. Some entities like trigger_camera or trigger_setorigin may need it to work properly. Also train can't use "Angular Velocity" when no origin brush provided.
  • You can make train invisible, by setting render mode, when the train is a laser target.
  • If you name your train it will start stopped, waiting to be started by trigger (even if nothing is targetting this entity).


Changes
  • 5.0 Steam Release: Added 'Sound Replacement File', 'Move Sound Override', and 'Start Sound Override' keyvalues.


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