soundtype |
Value is a number, indicating sound train makes (I haven't checked
many of these yet):
- 0) none
- 1) ratchet metal
- 2) pullies
- 3) sliding
- 4) normal?
- 5) medival?
- 6) guillotine?
- 7) chain?
- 8) Rolling boulder
- 9) Spinning prayer wheel
|
level |
Value of 1 keeps sounds from attenuating in the map (train sound can
be heard everywhere, no matter how far away).
|
weaponmodel |
Value is a path to a model, such as models/sumarai.mdl,
which will be displayed instead of any brushes associated with the
train. The origin of the model will be co-located with the origin
of the func_train_mp, which can be specified either as an
origin field or as the center of an origin brush (just a
brush with the `origin' texture, as discussed in the item on
rotating doors).
|
angles |
Rotates a model attached to the train, in `mangle' format
(Y Z X). So an angles-value of 0 -90 0 will rotate the model
90 degrees counterclockwise. Also just angle can be used
for this purpose.
|
health |
Value is a number, makes it destructible with given health-value.
|
wait |
Supposedly there's a new value of -3, meaning wait (at the
next path_corner) for the next triggering event, but I
couldn't get this to work, and it doesn't appear in the maps.
|
spawnflags |
- 1 - INVISIBLE: brush(es) can't be seen/
- 2- TOGGLE: if this is set, the train will stop at each path corner,
and restart when triggered. It also won't explode even if wait
is set to -2.
- 4 - RETURN: Doesn't seem to do anything.
- 8 - TRANSLUCENT: makes the train translucent.
- 16 - SLOPE: orientation
- 32 - ANGLEMATCH: If it has a model, that model's angles will change with the train's
- 64 - USE_ORIGIN: co-locate path_corners with origin
(given by field or origin brush) rather than southwest bottom corner
- 128 - ANGLEWAIT: Train will not change angles until it reached
path_corner, and will not move again until that angle movement is
done. This is used in some of the maps (such as KEEP1), but produces
rather bizarre results for me.
|