OnDestroy Function ondestroyfn : Name of the function to use from already parsed .as script files when entity is destroyed (killed) in any way. If the function belongs to namespace, you must use prefix with the namespace name (e.g. mynamespace::MyFunction) for the keyvalue.
Name targetname : Set name of env_spritetrain so other entities can trigger it to start or stop sprite movement. Depending on trigger use-type: 'On'- start movement, 'Off'- stop movement, 'Toggle'- toggle movement. Can be kill-targeted but sprite is not removed, only the 'train' part.
Global Entity Name globalname : Global name of entity, allows to have one entity in the multiple maps (e.g. elevator in map1 and map2 have the same "Global Entity Name" which tells the engine to treat those entities as a one single entity, so all elevator settings, positions, actions e.t.c. are copied to another map in a moment of map transitions.
Render FX renderfx : Set custom render FX effect. Only works when "Render Mode" is set to different than 'Normal'
Render Mode rendermode : Render mode determines how this entity is rendered.
FX Amount (1 - 255) renderamt : Render amount to use when other than "Render Mode" 'Normal' is used.
FX Color (R G B) rendercolor : Used with "Render Mode" 'Color' and 'Glow' to set color. Also sets color of 'Glow Shell' "Render Mode".
Move Sound movesnd : Sound that is played while the env_spritetrain is moving.
Move Sound Loops? movesnd_loop : Sets if "Move Sound" should be looped during movement until it stops.
Stop Sound stopsnd : Sound which is played once as the env_spritetrain stops moving.
Move Sound Override noise : Sound file to use when the env_spritetrain is moving. Useful when you don't want to use sound from default sound list. This overrides default "Move Sound" sound. Note that other sounds format (AIFF, ASF, DLS, FLAC, IT, M3U, MID, MOD, MP2, MP3, OGG, S3M, VAG, WMA, XM) can be used, even if editor sound browser allows to pick only WAV files.
Stop Sound Override noise1 : Sound file to use when the env_spritetrain is stop moving. Useful when you don't want to use sound from default sound list. This overrides default "Stop Sound" sound. Note that other sounds format (AIFF, ASF, DLS, FLAC, IT, M3U, MID, MOD, MP2, MP3, OGG, S3M, VAG, WMA, XM) can be used, even if editor sound browser allows to pick only WAV files.
Sound Volume 0.0 - 1.0 volume : Move and stop sound volume.
Sound Replacement File soundlist : Allows you to setup a sound replacement file for the env_spritetrain sounds. The path begins in 'svencoop/sound/mapname', whereas 'mapname' would be your map's name. You can go to the parent directory using '../'. 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 '../' in that case. These sounds do not need to be precached using a custom_precache point entity.
First stop target target : The name of the first path_corner (where the train starts). The env_spritetrain is teleported to this position on map start, no matter where it's placed.
Speed (units per second) speed : Movement-speed in units per second.
Obey Trigger Mode m_iObeyTriggerMode : Controls how env_spritetrain behave when triggered with different use-types.
Sprite Name model : Set a sprite here. Path starts in modification's folder.
Sprite Scale scale : Scaling factor for the sprite. Defaults to 0.25 if not set.
2048 : Not in Deathmatch : Obsolete in Sven Co-op. Makes the entity don't appear in Multiplayer Games.
Spritetrains are not efficient on the network-code. You should use them as little as possible and only temporarily.