<group name="func_train" color="0 .5 .8">
Trains are moving solids that follow a cycle of path_corner entities. Origin brushes are NOT supported; they use the "mins" corner as reference (that is, lowest x, y, and z coordinates).
At each node, the train's mins corner hits exactly the path_corner.
-Trains always start on in the game.
+Trains always start on mapstart unless NEEDACTIVATION is set.
Trains do not damage the player when blocked.
Trains cannot emit sound.
-Trains are not trigger-able or toggle-able.
Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.
-------- KEYS --------
<real key="speed" name="speed">default/initial speed of train (default 100 or overridden by speed value of targeted path_corner)</real>
<real key="dmgtime" name="dmgtime">interval to apply dmg to a player who is in the way</real>
<string key="message" name="message">death message when a player gets crushed</string>
<string key="message2" name="message2">death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)</string>
+-------- SPAWNFLAGS --------
+<flag key="CURVE" name="CURVE" bit="0">don't use the direct path to the next target, instead create a curved path using the current path_corner's curvetarget</flag>
+<flag key="TURN" name="TURN" bit="1">turn the train when it reaches a path_corner</flag>
+<flag key="NEEDACTIVATION" name="NEEDACTIVATION" bit="2">train needs to be triggered to start</flag>
</group>
<point name="info_autoscreenshot" color="0 0 0.2" box="-8 -8 -8 8 8 8">
<target key="target2" name="target2">triggered when a func_train stops at this target</target>
<target key="target3" name="target3">triggered when a func_train stops at this target</target>
<target key="target4" name="target4">triggered when a func_train stops at this target</target>
-<boolean key="target_random" name="target_random">instead of triggering ALL matched entities, trigger ONE of them by random</boolean>
+<boolean key="target_random" name="target_random">choose a random next corner from the list of all path_corners with targetname specified in "target"</boolean>
<targetname key="targetname" name="targetname">the train following the path or the previous path_corner in the path points to this.</targetname>
<real key="speed" name="speed">speed of func_train while moving to this path corner. If unset, the value from the func_train will be used.</real>
<real key="wait" name="wait">number of seconds func_train will pause on this path corner before moving to next path corner (default: 0.1; to not wait, set this to -1</real>
+-------- SPAWNFLAGS --------
+<flag key="NEEDACTIVATION" name="NEEDACTIVATION" bit="2">train needs to be triggered to move to this corner</flag>
</point>
<point name="target_assault_roundend" color="1 0 0" box="-8 -8 -8 8 8 8">