The sounds a func_train makes can now be customised. Set "noise" to the path of the desired sound the train will make while in motion. This should be a looping sound file. Similarly set "noise1" to the sound the train should make when motion ends.
Rather than set the speed at which the train should move, you may instead set the "duration" key, which will move the train at the speed required to make the journey take "duration" seconds between each path corner. If you need to specify the duration of each journey from path corner to path corner, see the path_corner entry below.
The "count" key allows you to create clones of the func_train. Each one will start at the next free path corner until "count" clones have been created(in addition to the original) or until each path corner of the circuit has a train.
TRAIN_SMOOTH = 1
TRAIN_BLOCKABLE = 2
if TRAIN_SMOOTH is set, will not pause (unless wait is set) on path_corners. It will not apply damage either when blocked, you must use the TRAIN_BLOCKABLE flag to make it cause damage when blocked.
Set "duration" on a path_corner and any func_train which visits this corner will inherit the value of "duration" set. This means it will take "duration" seconds to travel between path_corners from that point onwards. By having each path_corner set duration, you can control the lengths of each stage of the train's journey. The train will use the duration or speed it is given initially for it's first journey between path corners, it will not inherit the duration of it's starting target.
The "event" key can be used to trigger an event when a func_train leaves this corner. Set "event" to the targetname which you wish to trigger. This doesn't trigger if the train arrives and stops with a "wait".
setting "wait" will cause monsters to pause for that number of seconds on the path_corner. while they are waiting, they will turn to face whatever angle the path_corner has set.
if "wait" is set to -1, monsters will stop there forever, and turn to face whatever angle the path_corner has set.
info_screenshake now shakes ALL player's screens (not just the one who triggered it) in a radius around it's origin.
The entity is the same as before, except you now can use the "height" key to specify how large a radius to affect player's screens.
"noise" specifies the looping sound to be played while the entity is active and "noise1" specifies the sound played when it ends. Set both to misc/null.wav to make the effect silent.
This is basically an invisble func_wall that can be toggled on and off indefinitely.
The "noise" key is used to specify the sound effect played when the wall is triggered and "noise1" is for the sound played while the wall is actually blocking the player's movement. "noise2" is the sound to play when a player touches/takes damage from the wall. Add these in the format "weapons/lhit.wav" ( the "/sound/" bit is automatically added by the engine ). The wall can also be set to inflict damage on the player every "wait" seconds, with "dmg" specifying how much damage per hit. Default values are 0.5 and 0 respectively.
Spawnflag 1 means that the wall begins non solid, and will become solid once triggered. Spawnflag 2 turns on the particle effect, making this into a forcefield. While the func_togglewall is solid, a particle effect will scroll across it. The "worldtype" key takes values from 0 to 5 specifying the direction the effect scrolls;up, down, east, west, north or south,. The "colour" key should be a quake palette index specifying the colour of the particles. "speed" specifies the speed at which the wave should travel. "style" specifies the number of particles that should be generated per second. Take care that style is not set too high, or the player will be flooded with particle messages, causing lag in network games.
If the wall does not have a particle effect, spawnflag 4 will change the type of solid object that the func_togglewall is. By default a func_togglewall blocks line of sight to monsters and has a shape matching the brushes it is built from. With spawnflag 4 it does not block line of sight and has a bounding box shape like a trigger, so it is a cuboid aligned to the axes of the world large enough to cover the whole extent of the brushes it is made from. If you are using this spawnflag, construct the object from a single, unrotated cuboid brush to see the shape of it correctly.