func_tracktrain
- Counter-Strike 2
- Half-Life: Alyx
- Dota 2
- Steam VR
Mesh Entity
A moving platform that the player can ride. It follows a path of path_track entities. NOTE: Build your train so that the front of the train is facing down the X axis. When it spawns it will automatically rotate to face the next path_track on the path.
Keyvalues
-
Cast Shadows (
disableshadows
) <Choices
>
Used to disable shadow casting from this entity.- Enabled
- No Shadows
- Only Realtime Shadows
- Only Baked Shadows
-
Global Entity Name (
globalname
) <String
>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state. -
Render Mode (
rendermode
) <Choices
>
Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.- Normal
- Color
- Texture
- Glow
- Solid
- Additive
- Additive Fractional Frame
- World Space Glow
- Dont Render
- Dev Visualizer
-
Render FX (
renderfx
) <Choices
>- Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Constant Glow
- Distort
- Hologram (Distort + fade)
- Cull By Distance (TEST)
- Spotlight FX
- Fade Near
-
FX Amount (0 - 255) (
renderamt
) <Integer
>
The FX amount is used by the selected Render Mode. -
FX Color (R G B) (
rendercolor
) <Color255
>
The FX color is used by the selected Render Mode. -
Disable Receiving Shadows (
disablereceiveshadows
) <Boolean
> -
Start Fade Dist (
fademindist
) <Float
>
Distance at which the overlay starts to fade (-1 = subtract from fademaxdist). -
End Fade Dist (
fademaxdist
) <Float
>
Maximum distance at which the overlay is visible (0 = don't fade out). -
Culling Behaviour (
object_culling
) <Choices
>
Modifies culling behaviour when the object is small / distant- Default
- Smaller than default
- Much smaller than default
- When extremely small
-
Render to Cubemaps (
rendertocubemaps
) <Boolean
>
If true, this geometry renders into baked cube maps -
Lightmap Static (
lightmapstatic
) <Choices
>
Determines if this geometry be considered static & cast shadows/bounce light when baking lightmaps?- No
- Yes
- Bounce Only
-
Parent (
parentname
) <TargetDestination
>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. -
Parent Bone/Attachment Name (
parentAttachmentName
) <ParentAttachment
>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. NOTE: If this is specified the Hammer transform will be disregarded, even if 'Use Local Transform' is NOT specified (in that case local transform will be identity) -
Use Local Transform (
useLocalOffset
) <Boolean
>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent. -
Local Origin (
local.origin
) <Vector
>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Local Angles (
local.angles
) <Angle
>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Local Scale (
local.scales
) <Vector
>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Spawnflags (
spawnflags
) <Flags
>- No Pitch (X-rot)
- No User Control
- Passable
- Fixed Orientation
- HL1 Train
- Use max speed for pitch shifting move sound
- Is unblockable by player
-
First Stop Target (
target
) <TargetDestination
>
The name of the first path_track in the train's path. The train will spawn at this path_track. It will also turn to face direction indicated by the 'Orientation Type' setting. -
Max Speed (units / second) (
startspeed
) <Integer
>
The maximum speed that this train can move. Any speeds applied to this train, such as by path_tracks or SetSpeed inputs, will be clipped to this maximum value. -
Initial Speed (units / second) (
speed
) <Integer
>
The speed that the train will move at after it spawns, 0 = stopped. -
Change Velocity (
velocitytype
) <Choices
>
The method through which this train changes its velocity as it moves along the path.- Instantaneously
- Linear blend
- Ease in/ease out
-
Change angles (
orientationtype
) <Choices
>
The method through which this train changes its orientation as it moves along the path.- Never (fixed orientation)
- Near path_tracks
- Linear blend
- Ease in/ease out
-
Distance Between the Wheels (
wheels
) <Integer
>
Used for turning and stopping. -
Height above track (
height
) <Integer
>
The height above the track that this train moves. -
Bank Angle on Turns (
bank
) <String
> -
Damage on Crush (
dmg
) <Integer
>
The amount of damage this train does to entities that block it. -
Minimum Light Level (
_minlight
) <String
>
The minimum level of ambient light that hits this brush. -
Move Sound (
MoveSound
) <Sound
>
A sound that is played (and looped) while the train is moving. -
Move Ping Sound (
MovePingSound
) <Sound
>
A sound that is played more frequently as the train speeds up. -
Start Sound (
StartSound
) <Sound
>
A sound played when the train starts moving. -
Stop Sound (
StopSound
) <Sound
>
A sound played when the train stops moving. -
Volume (10 = loudest) (
volume
) <Integer
> -
Min pitch (1-255, > 100 = higher) (
MoveSoundMinPitch
) <Integer
>
The sound pitch value that the train will approach as it comes to a stop. -
Max pitch (1-255, > 100 = higher) (
MoveSoundMaxPitch
) <Integer
>
The sound pitch value that the train will approach as it approaches its max speed (or 1000 inches/second if the 'Use max speed for pitch shifting move sound' flag is not set). -
Min move sound interval (
MoveSoundMinTime
) <Float
>
Minimum interval at which to play the move ping sound. -
Max move sound interval (
MoveSoundMaxTime
) <Float
>
Maximum interval at which to play the move ping sound.
Inputs
-
DisableShadow <
Void
>
Turn shadow off. -
EnableShadow <
Void
>
Turn shadow on. -
Alpha <
Integer
>
Set the sprite's alpha (0 - 255). -
Color <
Color255
>
Set the sprite's color (R G B). -
SetParent <
TargetDestination
>
Changes the entity's parent in the movement hierarchy. -
SetParentAttachment <
String
>
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. -
SetParentAttachmentMaintainOffset <
String
>
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached. -
ClearParent <
Void
>
Removes this entity from the the movement hierarchy, leaving it free to move independently. -
FollowEntity <
String
>
Bone merges this entity to a parent entity. Call again passing nothing to end the bone merge. -
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
KillConstrained <
Void
>
Removes this entity, all its children, and anything constrained to it, from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
SetSpeed <
Float
>
Set the speed of the train, as a ratio of max speed [0, 1] -
SetSpeedDir <
Float
>
Set the speed of the train, as a ratio of max speed. Negative values reverse the direction [-1, 1] -
SetSpeedReal <
Float
>
Set the speed of the train. Must be a positive value from 0 to max speed. -
Stop <
Void
>
Stop the train. -
StartForward <
Void
>
Start the train moving forward. -
StartBackward <
Void
>
Start the train moving backward. -
Resume <
Void
>
Resume the train moving in the current direction after it was stopped via the 'Stop' or 'Toggle' input. -
Reverse <
Void
>
Reverse the direction of the train. -
Toggle <
Void
>
Toggle the train between start and stop. -
MoveToPathNode <
String
>
Start moving to a destination and stop when you get there. This must be in the same path. -
TeleportToPathNode <
String
>
Teleport to a destination and stop there. This can be in a new path. -
LockOrientation <
Void
>
Lock the current orientation of the train. -
UnlockOrientation <
Void
>
Unlock the current orientation of the train. -
SetMaxSpeed <
Float
>
Set a new max speed for the train.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. Parameter is the inflictor. -
OnStart <
Void
>
Fired when the train starts moving in either direction. -
OnNext <
String
>
Fires when this train picks a new point to move towards (and just after OnStart). -
OnArrivedAtDestinationNode <
Void
>
Fired when this train arrives at a destination that was specified by the MoveToPathNode Input.
Mesh Entity
A moving platform that the player can ride. It follows a path of path_track entities. NOTE: Build your train so that the front of the train is facing down the X axis. When it spawns it will automatically rotate to face the next path_track on the path.
Keyvalues
-
Disable shadows (
disableshadows
) <Boolean
> -
Global Entity Name (
globalname
) <String
>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state. -
Minimum CPU Level (
mincpulevel
) <Choices
>- default (low)
- low
- medium
- high
-
Maximum CPU Level (
maxcpulevel
) <Choices
>- default (high)
- low
- medium
- high
-
Minimum GPU Level (
mingpulevel
) <Choices
>- default (very low)
- very low
- low
- medium
- high
-
Maximum GPU Level (
maxgpulevel
) <Choices
>- default (high)
- very low
- low
- medium
- high
-
Disable X360 (
disableX360
) <Choices
>- No
- Yes
-
Render Mode (
rendermode
) <Choices
>
Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.- Normal
- Color
- Texture
- Glow
- Solid
- Additive
- Additive Fractional Frame
- World Space Glow
- Dont Render
- Dev Visualizer
-
Render FX (
renderfx
) <Choices
>- Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Constant Glow
- Distort
- Hologram (Distort + fade)
- Cull By Distance (TEST)
- Spotlight FX
- Fade Near
-
FX Amount (0 - 255) (
renderamt
) <Integer
>
The FX amount is used by the selected Render Mode. -
FX Color (R G B) (
rendercolor
) <Color255
>
The FX color is used by the selected Render Mode. -
Disable Receiving Shadows (
disablereceiveshadows
) <Boolean
> -
Light Group (
lightgroup
) <String
>
Will only be lit by lights affecting this group. -
Start Fade Dist (
fademindist
) <Float
>
Distance at which the overlay starts to fade (<0 = subtract from fademaxdist). -
End Fade Dist (
fademaxdist
) <Float
>
Maximum distance at which the overlay is visible (0 = don't fade out). -
Fade Scale (
fadescale
) <Float
>
If you specify a fade in the worldspawn, or if the engine is running under low end/medium end/XBox360, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. -
Render to Cubemaps (
rendertocubemaps
) <Boolean
>
If true, this geometry renders into baked cube maps -
Lightmap Static (
lightmapstatic
) <Choices
>
How this geometry influences baked lighting.- No
- Yes
- Bounce Only
-
Parent (
parentname
) <TargetDestination
>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. -
Parent Model Bone/Attachment Name (
parentAttachmentName
) <ParentAttachment
>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. -
Model Attachment position offset (
local.origin
) <Vector
>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Model Attachment angular offset (
local.angles
) <Angle
>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Model Attachment scale (
local.scales
) <Vector
>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Use Model Attachment Offset (
useLocalOffset
) <Boolean
>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent. -
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Spawnflags (
spawnflags
) <Flags
>- No Pitch (X-rot)
- No User Control
- Passable
- Fixed Orientation
- HL1 Train
- Use max speed for pitch shifting move sound
- Is unblockable by player
-
First Stop Target (
target
) <TargetDestination
>
The name of the first path_track in the train's path. The train will spawn at this path_track. It will also turn to face direction indicated by the 'Orientation Type' setting. -
Max Speed (units / second) (
startspeed
) <Integer
>
The maximum speed that this train can move. Any speeds applied to this train, such as by path_tracks or SetSpeed inputs, will be clipped to this maximum value. -
Initial Speed (units / second) (
speed
) <Integer
>
The speed that the train will move at after it spawns, 0 = stopped. -
Change Velocity (
velocitytype
) <Choices
>
The method through which this train changes its velocity as it moves along the path.- Instantaneously
- Linear blend
- Ease in/ease out
-
Change angles (
orientationtype
) <Choices
>
The method through which this train changes its orientation as it moves along the path.- Never (fixed orientation)
- Near path_tracks
- Linear blend
- Ease in/ease out
-
Distance Between the Wheels (
wheels
) <Integer
>
Used for turning and stopping. -
Height above track (
height
) <Integer
>
The height above the track that this train moves. -
Bank Angle on Turns (
bank
) <String
> -
Damage on Crush (
dmg
) <Integer
>
The amount of damage this train does to entities that block it. -
Minimum Light Level (
_minlight
) <String
>
The minimum level of ambient light that hits this brush. -
Move Sound (
MoveSound
) <Sound
>
A sound that is played (and looped) while the train is moving. -
Move Ping Sound (
MovePingSound
) <Sound
>
A sound that is played more frequently as the train speeds up. -
Start Sound (
StartSound
) <Sound
>
A sound played when the train starts moving. -
Stop Sound (
StopSound
) <Sound
>
A sound played when the train stops moving. -
Volume (10 = loudest) (
volume
) <Integer
> -
Min pitch (1-255, > 100 = higher) (
MoveSoundMinPitch
) <Integer
>
The sound pitch value that the train will approach as it comes to a stop. -
Max pitch (1-255, > 100 = higher) (
MoveSoundMaxPitch
) <Integer
>
The sound pitch value that the train will approach as it approaches its max speed (or 1000 inches/second if the 'Use max speed for pitch shifting move sound' flag is not set). -
Min move sound interval (
MoveSoundMinTime
) <Float
>
Minimum interval at which to play the move ping sound. -
Max move sound interval (
MoveSoundMaxTime
) <Float
>
Maximum interval at which to play the move ping sound.
Inputs
-
DisableShadow <
Void
>
Turn shadow off. -
EnableShadow <
Void
>
Turn shadow on. -
Alpha <
Integer
>
Set the sprite's alpha (0 - 255). -
Color <
Color255
>
Set the sprite's color (R G B). -
SetParent <
TargetDestination
>
Changes the entity's parent in the movement hierarchy. -
SetParentAttachment <
String
>
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. -
SetParentAttachmentMaintainOffset <
String
>
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached. -
ClearParent <
Void
>
Removes this entity from the the movement hierarchy, leaving it free to move independently. -
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
SetSpeed <
Float
>
Set the speed of the train, as a ratio of max speed [0, 1] -
SetSpeedDir <
Float
>
Set the speed of the train, as a ratio of max speed. Negative values reverse the direction [-1, 1] -
SetSpeedReal <
Float
>
Set the speed of the train. Must be a positive value from 0 to max speed. -
Stop <
Void
>
Stop the train. -
StartForward <
Void
>
Start the train moving forward. -
StartBackward <
Void
>
Start the train moving backward. -
Resume <
Void
>
Resume the train moving in the current direction after it was stopped via the 'Stop' or 'Toggle' input. -
Reverse <
Void
>
Reverse the direction of the train. -
Toggle <
Void
>
Toggle the train between start and stop.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. -
OnStart <
Void
>
Fired when the train starts moving in either direction. -
OnNext <
String
>
Fires when this train picks a new point to move towards (and just after OnStart).
Mesh Entity
A moving platform that the player can ride. It follows a path of path_track entities. NOTE: Build your train so that the front of the train is facing down the X axis. When it spawns it will automatically rotate to face the next path_track on the path.
Keyvalues
-
Cast Shadows (
disableshadows
) <Choices
>
Used to disable shadow casting from this entity.- Enabled
- No Shadows
- Only Realtime Shadows
- Only Baked Shadows
-
Global Entity Name (
globalname
) <String
>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state. -
Render Mode (
rendermode
) <Choices
>
Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.- Normal
- Color
- Texture
- Glow
- Solid
- Additive
- Additive Fractional Frame
- World Space Glow
- Dont Render
- Dev Visualizer
-
Render FX (
renderfx
) <Choices
>- Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Constant Glow
- Distort
- Hologram (Distort + fade)
- Cull By Distance (TEST)
- Spotlight FX
- Fade Near
-
FX Amount (0 - 255) (
renderamt
) <Integer
>
The FX amount is used by the selected Render Mode. -
FX Color (R G B) (
rendercolor
) <Color255
>
The FX color is used by the selected Render Mode. -
Disable Receiving Shadows (
disablereceiveshadows
) <Boolean
> -
Start Fade Dist (
fademindist
) <Float
>
Distance at which the overlay starts to fade (-1 = subtract from fademaxdist). -
End Fade Dist (
fademaxdist
) <Float
>
Maximum distance at which the overlay is visible (0 = don't fade out). -
Culling Behaviour (
object_culling
) <Choices
>
Modifies culling behaviour when the object is small / distant- Default
- Smaller than default
- Much smaller than default
- When extremely small
-
Render to Cubemaps (
rendertocubemaps
) <Boolean
>
If true, this geometry renders into baked cube maps -
Lightmap Static (
lightmapstatic
) <Choices
>
Determines if this geometry be considered static & cast shadows/bounce light when baking lightmaps?- No
- Yes
- Bounce Only
-
Parent (
parentname
) <TargetDestination
>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. -
Parent Bone/Attachment Name (
parentAttachmentName
) <ParentAttachment
>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. NOTE: If this is specified the Hammer transform will be disregarded, even if 'Use Local Transform' is NOT specified (in that case local transform will be identity) -
Use Local Transform (
useLocalOffset
) <Boolean
>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent. -
Local Origin (
local.origin
) <Vector
>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Local Angles (
local.angles
) <Angle
>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Local Scale (
local.scales
) <Vector
>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Spawnflags (
spawnflags
) <Flags
>- No Pitch (X-rot)
- No User Control
- Passable
- Fixed Orientation
- HL1 Train
- Use max speed for pitch shifting move sound
- Is unblockable by player
-
First Stop Target (
target
) <TargetDestination
>
The name of the first path_track in the train's path. The train will spawn at this path_track. It will also turn to face direction indicated by the 'Orientation Type' setting. -
Max Speed (units / second) (
startspeed
) <Integer
>
The maximum speed that this train can move. Any speeds applied to this train, such as by path_tracks or SetSpeed inputs, will be clipped to this maximum value. -
Initial Speed (units / second) (
speed
) <Integer
>
The speed that the train will move at after it spawns, 0 = stopped. -
Change Velocity (
velocitytype
) <Choices
>
The method through which this train changes its velocity as it moves along the path.- Instantaneously
- Linear blend
- Ease in/ease out
-
Change angles (
orientationtype
) <Choices
>
The method through which this train changes its orientation as it moves along the path.- Never (fixed orientation)
- Near path_tracks
- Linear blend
- Ease in/ease out
-
Distance Between the Wheels (
wheels
) <Integer
>
Used for turning and stopping. -
Height above track (
height
) <Integer
>
The height above the track that this train moves. -
Bank Angle on Turns (
bank
) <String
> -
Damage on Crush (
dmg
) <Integer
>
The amount of damage this train does to entities that block it. -
Minimum Light Level (
_minlight
) <String
>
The minimum level of ambient light that hits this brush. -
Move Sound (
MoveSound
) <Sound
>
A sound that is played (and looped) while the train is moving. -
Move Ping Sound (
MovePingSound
) <Sound
>
A sound that is played more frequently as the train speeds up. -
Start Sound (
StartSound
) <Sound
>
A sound played when the train starts moving. -
Stop Sound (
StopSound
) <Sound
>
A sound played when the train stops moving. -
Volume (10 = loudest) (
volume
) <Integer
> -
Min pitch (1-255, > 100 = higher) (
MoveSoundMinPitch
) <Integer
>
The sound pitch value that the train will approach as it comes to a stop. -
Max pitch (1-255, > 100 = higher) (
MoveSoundMaxPitch
) <Integer
>
The sound pitch value that the train will approach as it approaches its max speed (or 1000 inches/second if the 'Use max speed for pitch shifting move sound' flag is not set). -
Min move sound interval (
MoveSoundMinTime
) <Float
>
Minimum interval at which to play the move ping sound. -
Max move sound interval (
MoveSoundMaxTime
) <Float
>
Maximum interval at which to play the move ping sound.
Inputs
-
DisableShadow <
Void
>
Turn shadow off. -
EnableShadow <
Void
>
Turn shadow on. -
Alpha <
Integer
>
Set the sprite's alpha (0 - 255). -
Color <
Color255
>
Set the sprite's color (R G B). -
SetParent <
TargetDestination
>
Changes the entity's parent in the movement hierarchy. -
SetParentAttachment <
String
>
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. -
SetParentAttachmentMaintainOffset <
String
>
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached. -
ClearParent <
Void
>
Removes this entity from the the movement hierarchy, leaving it free to move independently. -
FollowEntity <
String
>
Bone merges this entity to a parent entity. Call again passing nothing to end the bone merge. -
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
KillConstrained <
Void
>
Removes this entity, all its children, and anything constrained to it, from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
SetSpeed <
Float
>
Set the speed of the train, as a ratio of max speed [0, 1] -
SetSpeedDir <
Float
>
Set the speed of the train, as a ratio of max speed. Negative values reverse the direction [-1, 1] -
SetSpeedReal <
Float
>
Set the speed of the train. Must be a positive value from 0 to max speed. -
Stop <
Void
>
Stop the train. -
StartForward <
Void
>
Start the train moving forward. -
StartBackward <
Void
>
Start the train moving backward. -
Resume <
Void
>
Resume the train moving in the current direction after it was stopped via the 'Stop' or 'Toggle' input. -
Reverse <
Void
>
Reverse the direction of the train. -
Toggle <
Void
>
Toggle the train between start and stop. -
MoveToPathNode <
String
>
Start moving to a destination and stop when you get there. This must be in the same path. -
TeleportToPathNode <
String
>
Teleport to a destination and stop there. This can be in a new path. -
LockOrientation <
Void
>
Lock the current orientation of the train. -
UnlockOrientation <
Void
>
Unlock the current orientation of the train. -
SetMaxSpeed <
Float
>
Set a new max speed for the train.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. Parameter is the inflictor. -
OnStart <
Void
>
Fired when the train starts moving in either direction. -
OnNext <
String
>
Fires when this train picks a new point to move towards (and just after OnStart). -
OnArrivedAtDestinationNode <
Void
>
Fired when this train arrives at a destination that was specified by the MoveToPathNode Input.
Mesh Entity
A moving platform that the player can ride. It follows a path of path_track entities. NOTE: Build your train so that the front of the train is facing down the X axis. When it spawns it will automatically rotate to face the next path_track on the path.
Keyvalues
-
Disable shadows (
disableshadows
) <Boolean
> -
Global Entity Name (
globalname
) <String
>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state. -
Minimum CPU Level (
mincpulevel
) <Choices
>- default (low)
- low
- medium
- high
-
Maximum CPU Level (
maxcpulevel
) <Choices
>- default (high)
- low
- medium
- high
-
Minimum GPU Level (
mingpulevel
) <Choices
>- default (very low)
- very low
- low
- medium
- high
-
Maximum GPU Level (
maxgpulevel
) <Choices
>- default (high)
- very low
- low
- medium
- high
-
Disable X360 (
disableX360
) <Choices
>- No
- Yes
-
Render Mode (
rendermode
) <Choices
>
Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.- Normal
- Color
- Texture
- Glow
- Solid
- Additive
- Additive Fractional Frame
- World Space Glow
- Dont Render
- Dev Visualizer
-
Render FX (
renderfx
) <Choices
>- Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Constant Glow
- Distort
- Hologram (Distort + fade)
- Cull By Distance (TEST)
- Spotlight FX
- Fade Near
-
FX Amount (0 - 255) (
renderamt
) <Integer
>
The FX amount is used by the selected Render Mode. -
FX Color (R G B) (
rendercolor
) <Color255
>
The FX color is used by the selected Render Mode. -
Disable Receiving Shadows (
disablereceiveshadows
) <Boolean
> -
Light Group (
lightgroup
) <String
>
Will only be lit by lights affecting this group. -
Start Fade Dist (
fademindist
) <Float
>
Distance at which the overlay starts to fade (<0 = subtract from fademaxdist). -
End Fade Dist (
fademaxdist
) <Float
>
Maximum distance at which the overlay is visible (0 = don't fade out). -
Fade Scale (
fadescale
) <Float
>
If you specify a fade in the worldspawn, or if the engine is running under low end/medium end/XBox360, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. -
Render to Cubemaps (
rendertocubemaps
) <Boolean
>
If true, this geometry renders into baked cube maps -
Lightmap Static (
lightmapstatic
) <Choices
>
How this geometry influences baked lighting.- No
- Yes
- Bounce Only
-
Parent (
parentname
) <TargetDestination
>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. -
Parent Model Bone/Attachment Name (
parentAttachmentName
) <ParentAttachment
>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. -
Model Attachment position offset (
local.origin
) <Vector
>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Model Attachment angular offset (
local.angles
) <Angle
>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Model Attachment scale (
local.scales
) <Vector
>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Use Model Attachment Offset (
useLocalOffset
) <Boolean
>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent. -
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Spawnflags (
spawnflags
) <Flags
>- No Pitch (X-rot)
- No User Control
- Passable
- Fixed Orientation
- HL1 Train
- Use max speed for pitch shifting move sound
- Is unblockable by player
-
First Stop Target (
target
) <TargetDestination
>
The name of the first path_track in the train's path. The train will spawn at this path_track. It will also turn to face direction indicated by the 'Orientation Type' setting. -
Max Speed (units / second) (
startspeed
) <Integer
>
The maximum speed that this train can move. Any speeds applied to this train, such as by path_tracks or SetSpeed inputs, will be clipped to this maximum value. -
Initial Speed (units / second) (
speed
) <Integer
>
The speed that the train will move at after it spawns, 0 = stopped. -
Change Velocity (
velocitytype
) <Choices
>
The method through which this train changes its velocity as it moves along the path.- Instantaneously
- Linear blend
- Ease in/ease out
-
Change angles (
orientationtype
) <Choices
>
The method through which this train changes its orientation as it moves along the path.- Never (fixed orientation)
- Near path_tracks
- Linear blend
- Ease in/ease out
-
Distance Between the Wheels (
wheels
) <Integer
>
Used for turning and stopping. -
Height above track (
height
) <Integer
>
The height above the track that this train moves. -
Bank Angle on Turns (
bank
) <String
> -
Damage on Crush (
dmg
) <Integer
>
The amount of damage this train does to entities that block it. -
Minimum Light Level (
_minlight
) <String
>
The minimum level of ambient light that hits this brush. -
Move Sound (
MoveSound
) <Sound
>
A sound that is played (and looped) while the train is moving. -
Move Ping Sound (
MovePingSound
) <Sound
>
A sound that is played more frequently as the train speeds up. -
Start Sound (
StartSound
) <Sound
>
A sound played when the train starts moving. -
Stop Sound (
StopSound
) <Sound
>
A sound played when the train stops moving. -
Volume (10 = loudest) (
volume
) <Integer
> -
Min pitch (1-255, > 100 = higher) (
MoveSoundMinPitch
) <Integer
>
The sound pitch value that the train will approach as it comes to a stop. -
Max pitch (1-255, > 100 = higher) (
MoveSoundMaxPitch
) <Integer
>
The sound pitch value that the train will approach as it approaches its max speed (or 1000 inches/second if the 'Use max speed for pitch shifting move sound' flag is not set). -
Min move sound interval (
MoveSoundMinTime
) <Float
>
Minimum interval at which to play the move ping sound. -
Max move sound interval (
MoveSoundMaxTime
) <Float
>
Maximum interval at which to play the move ping sound.
Inputs
-
DisableShadow <
Void
>
Turn shadow off. -
EnableShadow <
Void
>
Turn shadow on. -
Alpha <
Integer
>
Set the sprite's alpha (0 - 255). -
Color <
Color255
>
Set the sprite's color (R G B). -
SetParent <
TargetDestination
>
Changes the entity's parent in the movement hierarchy. -
SetParentAttachment <
String
>
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. -
SetParentAttachmentMaintainOffset <
String
>
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached. -
ClearParent <
Void
>
Removes this entity from the the movement hierarchy, leaving it free to move independently. -
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
SetSpeed <
Float
>
Set the speed of the train, as a ratio of max speed [0, 1] -
SetSpeedDir <
Float
>
Set the speed of the train, as a ratio of max speed. Negative values reverse the direction [-1, 1] -
SetSpeedReal <
Float
>
Set the speed of the train. Must be a positive value from 0 to max speed. -
Stop <
Void
>
Stop the train. -
StartForward <
Void
>
Start the train moving forward. -
StartBackward <
Void
>
Start the train moving backward. -
Resume <
Void
>
Resume the train moving in the current direction after it was stopped via the 'Stop' or 'Toggle' input. -
Reverse <
Void
>
Reverse the direction of the train. -
Toggle <
Void
>
Toggle the train between start and stop.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. -
OnStart <
Void
>
Fired when the train starts moving in either direction. -
OnNext <
String
>
Fires when this train picks a new point to move towards (and just after OnStart).