Mission Pack Trains

Mission Pack Trains

Classnames: func_train
func_train_mp (PoP)
Purpose: Enjoy the ride.
H2 Code: plats.hc
fields required: target
These are an enhancement of ordinary H2 trains. In fact the two classnames func_train and func_train_mp are interchangeable; the difference in behavior is determined by whether the map's worldspawn entity has a spawnflag of 1 (MP train) or not (ordinary H2 train). Mission pack trains are an enhancement of ordinary trains; below I describe only the fields that I know to be different in some respect; the regular train fields also work, so far as I know. So look at the page on ordinary H2 trains for the basics.

Corrections and additions to this are especially welcome!

Fields

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.

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