So I have a train which is roughly 2400 HU long and consists of 4 cars, including engine. The engine is parented to a func_tracktrain which moves over a simple path_track while all the other cars are parented to one another (the second car is parented to the engine, the third car is parented to the second car, etc). The problem here is that I can't have just 2 path_tracks, or else the train gets deleted while it's still visible to the player (it's out on a bridge above a dam), so I made a third track that moves behind a wall which the player can't see. And here's the problem. I'm limited to the 4096x4096 size limit of the map (detailing contest so yeah), so I can't have my 2nd waypoint out a long distance to ensure the train is completely blocked to the player's view before I teleport it back to the first waypoit, where it waits until a timer says it to start going again. So, I've added an extra waypoint that moves the whole train behind a big wall that's part of the scenery so the train continues moving until it's completely out of sight before it can teleport back again. However, as soon as the train passes the 2nd waypoint the whole thing suddenly rotates to face the 3rd waypoint which makes every car (3 out of 4) rotate and clip trough the bridge it's on and trough the wall it's supposed to hide behind, all while it's still visible to the player. Is there any way to tell the individual cars to turn on the waypoint while keeping the other cars moving in the same direction instead of the whole train truning at once? Do I have to make individual func_tracktrains for every car and then fiddle with timings to get them behind each other while visible to the player? Or can I use 1 func_tracktrain on the first train car and then tell the other cars to keep going to the 2nd path_track while the car before it has already turned to face the 3rd path_track? And no, I'm not gonna cut cars to make the train shorter. That's the whole point here.