Level Editor/Entities/Payload Track

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Payload Track
Made with Functional > Payload Track
What it is A railed route with a cart on it, driven by the gamemode
In the game Yes, it is exported with the map

A payload track is a railed path with a cart on it. You lay the track in the editor; the gamemode script decides when and how fast the cart moves, and what reaching a checkpoint means. The viewport draws the track as the game will lay it: rails, sleepers, checkpoint plates and the end.

Laying a track

  1. Choose Functional > Payload Track.
  2. Click along the route to drop anchors, start first. Each anchor is lifted 0.22 m off the surface you click, to the rail top, so the rails sit on the floor.
  3. Alt+click drops a sharp anchor (a corner); others are smooth (a curve).
  4. Enter or a double-click finishes the track (two anchors at least). Backspace takes back the last anchor; Esc abandons it.

Editing a track

Select a track (or one of its anchors) with the tool active, or finish laying one. Then:

  • drag an anchor to move it;
  • click the track to add an anchor there;
  • click anywhere else to extend the track from its nearer end;
  • Alt+click an anchor to make it sharp or smooth;
  • press Delete over an anchor to take it out.

Enter or Esc lets go of the track. Each edit is one undo step. The scene tree's right-click menu also has Edit Path, Insert Path Anchor and Reverse Path (start <-> end).

Shaping: a straight run up a ramp needs a sharp anchor at each end to stay on the ramp.

Name: the track's name in the scene tree is the name the gamemode script uses for it. Rename it there.

A Path Brush drawn on the same anchors with Top below line 0.22 makes a bed under the track.

Anchor inspector

Setting Type Default What it does
Smooth Check box On The track curves through this anchor. Off makes it a sharp corner between straight runs.
Checkpoint Check box Off Marks a checkpoint. What reaching it does is up to the gamemode (a payload mode might add time and stop the cart rolling back past it). Ignored on the first and last anchors: the start is not a checkpoint and the end is the goal.
Marker Text empty A name for this point of the track, for the gamemode script to read: where a door opens, a hill starts, the speed changes. It means nothing until a script uses it. Every anchor may have one, first and last included, and names on one track must differ.
Warning: A track with fewer than two anchors, or with two anchors that share a marker name, is not exported. The viewport flags a repeated marker, and the export log names the track.

In the game

The cart carries a push zone that moves with it (its label is the track's name) and a dispenser that the mode can turn on for one team. Two tracks with the same name are exported under different names; the export log says which name the script sees.

For scripting the cart, see Payload tracks in scripts.

Related pages

TeamSpec Level Editor
Basics Getting started · Interface · Viewport and camera · Selecting and hiding · Keyboard shortcuts · Settings · Map Config · Troubleshooting
Menus File · Edit · View · Tools · Functional
Panels Scene tree · Inspector · Materials · Props · Snapping · UV editor · Displacement · Terrain
Tools Move, Rotate and Scale · Box · Sphere · Cylinder · Prism · Stairs · Spiral Stairs · Spiral Tower · Arch · Path Brush · Plane · Terrain · Clip · Duplicate · Ruler and Cordon · Edit Vertex and Edge · Edit Face · Loop Cut · Material Brush · Vertex Color Brush · Displacement · Prop Path
Entities Brush · Zone · Group · Mirror Node · Prop · Spawn Point · Supply Pickup · World Boundary · Lights · Water · Sounds · Anchor Platform · Payload Track · Boss Spawn · Map Marker · World Text · Decal · Door · Button · Logic entities · 3D Skybox · Nav Region
Workflows Your first map · Brushes and CSG · Materials and UVs · Lighting and lightmaps · Bots and navigation · Mirrored maps · Outputs and logic · Custom assets · Playtesting · Exporting and publishing · Importing Source maps
Scripting Overview · Server rules · Client HUD · Bots · Teams and spawning · Zones · Pickups · Payload tracks · Map entities · Sandbox limits · Testing · King of the Hill · Team Deathmatch · API reference · What a script may use