Brush entity that works as a rotating ascending/descending elevator for func_tracktrain. It connects two path_tracks- elevator takes the train from last path_track of the top path, rotating and descending, and then, after finishing, the train is assigned to path_track of the bottom path. This can be reverted for ascending platform. The func_trackchange platform need origin brush (preferably located at the center of entity), and the top and the bottom path_corners should be centered to this entity for best results. See the picture on the left- the platform with origin brush tied to it (func_trackchange), and orange cubes that represents the top and the bottom path_track. Similar variant to this entity is func_trackautochange, however you can't trigger func_trackautochange in other way than by path_track's "Fire on dead end" value, you would trigger connected train instead.
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 func_trackchange so other entities can trigger it to move platform up and down. If tracktrain is on platform it will travel with it as well. Every trigger use-type works uniformly. Can be kill-targeted.
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".
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.
Move Sound movesnd : Sound that is played while the func_trackchange 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 func_trackchange stops moving.
Move Sound Override noise : Sound file to use when the func_trackchange 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 func_trackchange 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 func_trackchange 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.
Fire On Start fireonstart : Entity to trigger when func_trackchange starts moving. Trigger use-type can be specified below.
Fire On Start Trigger State fireonstart_triggerstate : Set the use-type with which the entity specified above will be triggered.
Fire On Stop fireonstop : Entity to trigger when func_trackchange stops moving. Trigger use-type can be specified below.
Fire On Stop Trigger State fireonstop_triggerstate : Set the use-type with which the entity specified above will be triggered.
Fire On Open Start fireonopening : Entity to trigger when func_trackchange starts opening. Trigger use-type can be specified below.
Fire On Open Start Trigger State fireonopening_triggerstate : Set the use-type with which the entity specified above will be triggered.
Fire On Close Start fireonclosing : Entity to trigger when door starts closing. Trigger use-type can be specified below.
Fire On Close Start Trigger State fireonclosing_triggerstate : Set the use-type with which the entity specified above will be triggered.
Fire On Open End fireonopened : Entity to trigger when door ends opening. Trigger use-type can be specified below.
Fire On Open End Trigger State fireonopened_triggerstate : Set the use-type with which the entity specified above will be triggered.
Fire On Close End fireonclosed : Entity to trigger when door end closing. Trigger use-type can be specified below.
Fire On Close End Trigger State fireonclosed_triggerstate : Set the use-type with which the entity specified above will be triggered.
Damage inflicted when blocked dmg : Damage to deal when entity is blocked.
Travel altitude height : Travel distance, from top to bottom. If "Start at Bottom" flag is selected, the travel distance won't change from bottom to top, it only makes platform start at bottom and awaits for func_tracktrain to arrive.
Spin amount rotation : The spin done by this platform on entire way up/down.
Train to switch train : Name of the func_tracktrain this platform will transport to top/bottom track.
Top track toptrack : Name of last path_track of the top path (if "Start at Bottom" is selected this is the name of the first path_track at the top path).
Bottom track bottomtrack : Name of first path_track of the bottom track. (if "Start at Bottom" is selected this is the name of the last path_track at the bottom path).
Move/Rotate speed speed : Speed in which func_trackchange travel the whole way up/down (units per seconds).
Blocked Sound noise2 : Sound file to use when the func_trackchange is blocked. 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.
ZHLT Template Model Target zhlt_usemodel : For Brush entities: sets brush model template of this entity. Set it to the name of other brush entity (now called a template) and it's brush model will be used instead. Templates might save server resources by "copying" single brush entity (template identified by name) and using it in multiple places (can be used for entities like tables, columns, barrels, cars e.t.c.). Also one template occupies only one entity slot when compiling a map, no matter how many entities refers to it. For model-based point entities: copy display model of specified entity, to use it's model instead. Using "Custom model" is more appropriate in most cases, however, when it's not possible, use "ZHLT Copy Lighting From Target".
ZHLT Copy Lighting From Target zhlt_copylight : For Brush entities: copies light info from specified entity. This can be useful when we want this entity to be light up in a similar way the other entity of the map is, e.g. we have few func_pushables on map, and they are lit differently, tough they can be moved (and lightning is not updated on dynamic entities), it may looks shabby. With this keyvalue we can prevent this making all func_pushables received light in a same way. Another example: we have few windows in corridor (e.g. func_breakables), all of them receive a light in acceptable way, but the last window receive part of the light from another room and breaking whole atmosphere. We can set this window "Copy Lightning From Target" to any other window to fix this. Note that this can be also used for completely different entities, so we copy lightning from func_door to func_breakable as well. For model-based point entities: if model lightning does not satisfy you (e.g. it's too dark) you can specify a name of entity here to copy it's lightning values- it can be other model-based entity or simply info_target.
ZHLT Disable Clipping zhlt_noclip : Enable or disable collision of entity.
ZHLT Invisible zhlt_invisible : Brush entities only. Determines if entity should be visible.
ZHLT Custom Shadow (when opaque) zhlt_customshadow : Opaque brush entities only. If "ZHLT Ligth Flags" of this entity uses any of the option with 'Opaque' word, this will allow to customize shadow dropped by this entity. Value format: [0 - 1.0] [0 - 1.0] [0 - 1.0], use three values for color or only one for transparency.
ZHLT Embed Light Map (when translucent) zhlt_embedlightmap : Transparent brush entities only. Set it to 'Yes' and this transparent entity will take a light from environment making it looks much more natural. Use it when entities (e.g. glass represented by func_wall) omits lightning from surrounding. Note that this is expensive so shouldn't be used too often, but resolution of those lightmaps can be controlled by keyvalue explained below.
ZHLT Embed Light Map Resolution zhlt_embedlightmapresolution : Value of power of two that controls the resolution of embedded lightmaps of transparent textures (see keyvalue above). Higher value for better optimization. Default and recommended value is 4.
ZHLT Light Flags zhlt_lightflags : Brush entities only. Changes light casting or receiving setting.
ZHLT Light Origin Target light_origin : Set it to the name of info_target, this entity will receive lights from specified info_target position instead of it's own position. As a lot of entites can moves and lightning is not updated dynamically you can choose how your entity will be lit in game (e.g. elevators, pushables e.t.c.). Now you don't need to put the whole entity in the well-lit room at map start to make them look desirable.
Minimum light level _minlight : Sets the minimum light level. Set this value if entity is too dark on compiled map. Also useful for things like computer screens or holograms. Default is 0, max 1.
1 : Auto Activate train : If selected, train isn't paused at the top/bottom of the path after func_trackchange finish it's movement. Instead, it's continue moving forward.
2 : Relink track : The functionality of this flag is unknown. However, this entity seems to work fine whenever this flag is selected or not.
8 : Start at Bottom : Platform starts at the bottom instead at the top path_track if this flag is ticked.
16 : Rotate Only : If selected, the platform only rotates in place of it's origin without travelling specified altitude. The top and the bottom path_tracks should have their origin positioned in the same coordinates.
64 : X Axis : Train rotates around X axis instead of Z axis. Can be combined with "Y Axis".
128 : Y Axis : Train rotates around Y axis instead of Z axis. Can be combined with "X Axis".
2048 : Not in Deathmatch : Obsolete in Sven Co-op. Makes the entity don't appear in Multiplayer Games.
Remember to create origin brush for this entity around which func_trackautochange rotates.