According to the newly released source files for goldrush and badwater; the cart model should be prop_physics_override. However, converting my prop_dynamic to such an entity makes the cart end up in weird places; not following the "train". How do I make it work properly?
Prop_dynamic as your cart previously was, does not react to physics objects. Prop_physics_override will go crazy if it collides with a physics object and tries to get pulled through it (following train) So you should make so that the train dosen't have any obstacles in the way. Or try lowering/raising path_track heights. Also you don't need to make the cart a prop_physics_override unless you have a explosion. That means for alphas without the cart falling anywhere, you can keep it dynamic.
Does it go absolutely ape when it bumps into something; or when it knows it WILL bump into something (at map spawn)? When you say physics object; do mean an item/entity/brush with collision model or a prop_physics (or similar)? It's for a release; it was previously dynamic but now It's got to drop down a hole.
Well, it technically is a prop_dynamic that is forced to act like a prop_physics, that's what prop_physics_override means, And if you force a physics object to go through a physics object it will start spasming.
It gets flipped to it's side and lies 10 metres away from where it should be in-game. And it starts in the open. Suggestions?
Make it float a wee bit? If it touches the ground and has to go, say uphill, it flys, I assume because so much force is pulling it.
It's "floating". By that I mean it touches the tracks but not the ground (the tracks don't have collision).