Func_train

Func_train

Table of contents
1 Entity Description
2 Keyvalues
3 Flags
4 Inputs
5 Outputs

Entity Description

See below & !FGD for instructions on making it available.

FGD Code

@SolidClass base(Targetname, Origin, RenderFields) = func_train
[
spawnflags(flags) =
[
8 : "Non-solid" : 0
]
texframeindex(integer) : "Initial Brush Frame Index" : : "Use this to set the initial frame of materials with multiple frames in the brush"
target(target_destination) : "First path_corner"
noise1(sound) : "Movement Sound" : : "The sound to play when the train moves."
noise2(sound) : "Stop Sound" : : "The sound to play when the train stops moving."
speed(float) : "Speed" : "50.000000" : "Speed at which the brush moves."
volume(float) : "Sound volume [0.0, 10.0]" : "0.000000"
dmg(float) : "Crush Damage" : "0.000000"
input Toggle(void) : "Toggle movement"
input Start(void) : "Start movement"
input Stop(void) : "Stop movement"
input Use(void) : "Toggle movement - has a different functionality than Toggle"
]


Keyvalues

<target_source> The name that other entities refer to this entity by.
<origin> The position of this entity's center in the world. Rotating entities rotate around their origin.
<choice>
Literal Value Description
0 Normal
1 Slow Pulse
2 Fast Pulse
3 Slow Wide Pulse
4 Fast Wide Pulse
5 Slow Fade Away
6 Fast Fade Away
7 Slow Become Solid
8 Fast Become Solid
9 Slow Strobe
10 Fast Strobe
11 Faster Strobe
12 Slow Flicker
13 Fast Flicker
14 Constant Glow
15 Distort
16 Hologram (Distort + fade)
17 Scale up
22 Spotlight FX
23 Cull By Distance (TEST)
24 Fade Wider Pulse
<choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.
Literal Value Render Mode Description (Click for more info.)
0 Normal Default rendering.
1 Color Obsolete.
2 Texture Plain opacity.
3 Glow No Z buffer checks. Fixed size on screen.
4 Solid / Alphatest Obsolete. (Use alphatest capabilities in materials instead.)
5 Additive Obsolete. Add this entity's color to what's behind it.
7 Additive Fractional Frame Obsolete? Blend between animation frames.
8 Alpha Add (Not in FGD.) TODO: Write description.
9 World Space Glow No Z buffer checks. Fixed size in world (as opposed to on screen).
10 Dont Render / None Don't render.
<integer> FX Amount (0 - 255) - How opaque the entity will be rendered. (0 is fully transparent, while 255 is fully opaque). Will not work if the rendermode keyvalue is set to Normal or Dont Render.
<color255> FX Color - What color the entity will be rendered in (to the degree of the opacity set with renderamt).
<integer> Use this to set the initial frame of materials with multiple frames in the brush
<target_destination> First path_corner
<sound> The sound to play when the train moves.
<sound> The sound to play when the train stops moving.
<float> Speed at which the brush moves.
<float> Sound volume 0.0 to 10.0
<float> Crush Damage

Flags


Inputs

Removes this entity from the world.
Removes this entity and all its children from the world.
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
Toggle movement
Start movement
Stop movement
Toggle movement - has a different functionality than Toggle

Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs. !activator = activator

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