func_tramcar
This is an entity on id Tech 3 engines, present on RTCW Single Player and RTCW Multiplayer. Below you can find its spawnflags, keys and editor settings for each game that defines it.
RTCW Single Player
health value of 999 will designate the piece as non damageable
The leader of the tramcar group must have the leader flag set or you'll end up with co-planer poly heaven. When the health of the Leader of the team hits zero it will unlink and the team will become visible
A tramcar is a mover that moves between path_corner target points. all tramcar parts MUST HAVE AN ORIGIN BRUSH. (this is true for all parts)
The tramcar spawns at the first target it is pointing at.
If you are going to have enemies ride the tramcar it must be placed in its ending position when you bsp the map you can the start it by targeting the desired path_corner
Spawnflags
| Flag |
Bit |
Description |
| START_ON |
1 |
|
| TOGGLE |
2 |
|
| LEADER |
8 |
|
Keys
| Key |
Description |
| model2 |
.md3 model to also draw |
| speed |
default 100 |
| dmg |
default 2 |
| noise |
looping sound to play when the train is in motion |
| target |
next path corner |
| color |
constantLight color |
| light |
constantLight radius |
| type |
type of debris ("glass", "wood", "metal", "gibs") default is "wood" |
| mass |
defaults to 75. This determines how much debris is emitted when it explodes. You get one large chunk per 100 of mass (up to 8) and one small chunk per 25 of mass (up to 16). So 800 gives the most. |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 .5 .8 |
| Spawn function |
SP_func_tramcar |
RTCW Multiplayer
health value of 999 will designate the piece as non damageable
The leader of the tramcar group must have the leader flag set or you'll end up with co-planer poly heaven. When the health of the Leader of the team hits zero it will unlink and the team will become visible
A tramcar is a mover that moves between path_corner target points. all tramcar parts MUST HAVE AN ORIGIN BRUSH. (this is true for all parts)
The tramcar spawns at the first target it is pointing at.
If you are going to have enemies ride the tramcar it must be placed in its ending position when you bsp the map you can the start it by targeting the desired path_corner
Spawnflags
| Flag |
Bit |
Description |
| START_ON |
1 |
|
| TOGGLE |
2 |
|
| LEADER |
8 |
|
Keys
| Key |
Description |
| model2 |
.md3 model to also draw |
| speed |
default 100 |
| dmg |
default 2 |
| noise |
looping sound to play when the train is in motion |
| target |
next path corner |
| color |
constantLight color |
| light |
constantLight radius |
| type |
type of debris ("glass", "wood", "metal", "gibs") default is "wood" |
| mass |
defaults to 75. This determines how much debris is emitted when it explodes. You get one large chunk per 100 of mass (up to 8) and one small chunk per 25 of mass (up to 16). So 800 gives the most. |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 .5 .8 |
| Spawn function |
SP_func_tramcar |