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HB's Track changing example map
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	ABOUT
*************

	I covered branching tracks, func_trains, and func_tracktrains 
in previous tutorials; but never func_trackchange or func_trackautochange.

	MAP INFO
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	The map is two long tunnels through which a tram can travel.  They 
are connected vertically by two shafts.  At one end, a trackautochange will 
take the player down to the lower level, and spin the tram around 180 degrees; 
and at the other end, a manual switch does the same thing; this time raising 
the player back UP to the first level.  NOTE: These only work once each; and 
it is tough to get them to be "repeatable" at all - so I STRONGLY suggest that 
you do NOT attempt to use these, except in areas where the player cannot go 
back; or you don't WANT the player to go back.  The only way to make SURE they 
don't go back is to make the func_tracktrain non-user-controllable.  See my 
func_tracktrain tutorial on how to do this.

	ENTITY INFO/USAGE
*************************

func_trackchange: This is an entity that is triggered by some event or switch, 
	and attaches itself to a func_tracktrain, and moves to a new position; 
	bringing the func_tracktrain with it.  

func_trackautochange: This works almost identically to the trackchange; but it 
	triggers automatically when the train hits the end of its current 
	segment (a specific path_track).  
  
For more details; its best with this map if you just open it in WorldCraft and
look at what entities there are, where ORIGIN BRUSHES are, and what entities 
target other entities.  Pay special attention to the order of the path_track 
entities!
  
NOTE: This map has no lights in it; so compile without running the LIGHT/QRAD 
step.

	FOR HELP...
*******************

	If you have any questions or problems, there are a couple
resources from which you can obtain answers. First check the Wavelength
Levels Department at:

http://www.planethalflife.com/wavelength/levels

	Search every page of the Levels Dept. to try and find the
answer to your question... you'll probably find it. If you can't find 
what you're looking for anywhere at Wavelength, then check out the
Planet Half-Life Editing Forums at:

http://forums.planethalflife.com

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Good luck with your trains!!  Rollin' rollin' rollin'....
  
--HB
Levels Department Head, Wavelength Editing Site
(www.planethalflife.com/wavelength)