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	<id>https://wiki.svencoop.com/index.php?action=history&amp;feed=atom&amp;title=Func_train</id>
	<title>Func train - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.svencoop.com/index.php?action=history&amp;feed=atom&amp;title=Func_train"/>
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	<updated>2026-04-29T11:04:40Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Func_train&amp;diff=219&amp;oldid=prev</id>
		<title>GeckonCZ: Import of converted entguide pages from Sven Manor.</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Func_train&amp;diff=219&amp;oldid=prev"/>
		<updated>2019-01-27T22:29:19Z</updated>

		<summary type="html">&lt;p&gt;Import of converted entguide pages from Sven Manor.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
| type=b&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
It can serves as env_laser/env_beam target, trigger_camera target and just as a elevator or... train!&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Classification|classify|Classification of this train. If specified, enemies of this class will attack this train.}}&lt;br /&gt;
{{Entity_keyvalue|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 &lt;br /&gt;
&lt;br /&gt;
it&amp;#039;s placed.}}&lt;br /&gt;
{{Entity_keyvalue|Move Sound|movesnd|Sound that is played while the train is moving.}}&lt;br /&gt;
{{Entity_keyvalue|Move Sound Loops?|movesnd_loop|Sets if Move Sound should be looped during brush movement until it stops.}}&lt;br /&gt;
{{Entity_keyvalue|Stop Sound|stopsnd|Sound which is played once as the train stops moving.}}&lt;br /&gt;
{{Entity_keyvalue|Speed|speed|Movement-speed in units per second.}}&lt;br /&gt;
{{Entity_keyvalue|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. &amp;#039;0 180 0&amp;#039; makes train rotates 180 degrees around Z (height) axis, counter clockwise each second.}}&lt;br /&gt;
{{Entity_keyvalue|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. &amp;#039;0 180 0&amp;#039; makes train rotates 180 degrees around Z (height) axis, counter clockwise each second.}}&lt;br /&gt;
{{Entity_keyvalue|Contents|skin|It&amp;#039;s used to change the &amp;#039;contents&amp;#039; of this brush (e.g. water makes it behave as water when entities going though it). &lt;br /&gt;
&lt;br /&gt;
You don&amp;#039;t really need to use this.}}&lt;br /&gt;
{{Entity_keyvalue|Sound Volume|volume|Self-explanatory.}}&lt;br /&gt;
{{Entity_keyvalue|Obey Trigger Mode|m_iObeyTriggerMode|Originally, func_train would not interpret use-types &amp;quot;Off&amp;quot; and &amp;quot;On&amp;quot; as &amp;quot;Toggle&amp;quot;. This keyvalue allows you to use &amp;quot;On&amp;quot; to proceed the train and &amp;quot;Off&amp;quot; to stop it.}}&lt;br /&gt;
{{Entity_keyvalue|Sound Replacement File|soundlist|Allows you to setup a sound replacement file for the func_tracktrain sounds. The path begins in &amp;#039;svencoop/sound/mapname&amp;#039;, whereas &amp;#039;mapname&amp;#039; would be your map&amp;#039;s name. You can go to the parent directory using &amp;#039;../&amp;#039;. 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 &amp;#039;../&amp;#039; in that case. These sounds do not need to be precached using a custom_precache point entity.}}&lt;br /&gt;
{{Entity_keyvalue|Move Sound Override|noise|Custom sound file that is playing when entity is moving. Overrides default &amp;quot;Move Sound&amp;quot; sound.}}&lt;br /&gt;
{{Entity_keyvalue|Stop Sound Override|noise1|Custom sound file to play when the entity ends movement. Overrides default &amp;quot;Stop Sound&amp;quot; sound.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|8|Not solid|Train have it&amp;#039;s collision off.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Requirements for origin brush are questionable. Some entities like trigger_camera or trigger_setorigin may need it to work properly. Also train can&amp;#039;t use &amp;quot;Angular Velocity&amp;quot; when no origin brush provided.&lt;br /&gt;
You can make train invisible, by setting render mode, when the train is a laser target.&lt;br /&gt;
If you name your train it will start stopped, waiting to be started by trigger (even if nothing is targetting this entity).&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
&lt;br /&gt;
5.0 Steam Release: Added &amp;#039;Sound Replacement File&amp;#039;, &amp;#039;Move Sound Override&amp;#039;, and &amp;#039;Start Sound Override&amp;#039; keyvalues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Brush entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
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