Creating a crate conveyor

Huckle

L3: Member
May 31, 2010
149
101
So I've been working on a few ideas for Rocky Road but I just can't get my conveyor belts to work.

What I'm trying to do is to have the crates move over to one side (riding on tracktrains), toggle visibility and have them go back to make it look like it's running all the time. Unfortunately the visibility doesn't get toggled by the trigger_multiples, only if I use ent_fire. I've tried using Touching and OnStartTouch but it doesn't seem to work.

It might be that the activator is actually the tracktrain and not the model but I don't know how to find out and what to do about it. This is what it currently looks like:

damnyouentity.jpg


If someone has a way to get randomly rotated (along the z axis) crates to be spawned at one end and then killed at the other I'd take that because it's a much neater solution.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
You shouldn't even need to have the crates be invisible, nor all those return route paths. Just set the "teleport to this path track" flag on the starting path, and then directly link the last one to it.
 

Huckle

L3: Member
May 31, 2010
149
101
Ah so that's where the trick is. I kept looking at the Well train inputs and outputs but never thought to go into flags because ticking a few of them makes Hammer crash instantly.

Maybe it's a good thing to check out though, now I've found "Fixed orientation" as well which forces tracktrains to make much more sense. :)