Payload not moving!

Low Tier Grass

L1: Registered
Feb 15, 2024
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0
So I mapped out my path for my payload, I put the appropriate next capture zones when capping a point, as well as linked them with the team_train_watcher entity. What else i'm I missing?
 

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YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
Seems obvious but have you scrolled down in the train watcher entity and set the Train To Watch keyvalue?

Have you also set up the tracktrain's first stop and various speed keyvalues?

Is your trigger_capture_area sending OnNumCappersChanged | <train watcher> | SetNumTrainCappers?
 

Low Tier Grass

L1: Registered
Feb 15, 2024
4
0
Seems obvious but have you scrolled down in the train watcher entity and set the Train To Watch keyvalue?

Have you also set up the tracktrain's first stop and various speed keyvalues?

Is your trigger_capture_area sending OnNumCappersChanged | <train watcher> | SetNumTrainCappers?
So the trainer watcher is indeed watching the func_train named bomb(as well as the speed values being acceptable.) , and its set to walk the start track. As for the trigger_capture_area sending out the OnNumCappersChanged <name of watcher> SetNumTrainCappers, how do I go about setting this up( also what does the function do)?
 

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YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
on the tracktrain, set the manual accel/decel speeds to somewhere around 50-200, set the manual train speed to on

Then on the trigger_capture_area add an output. Output named is OnNumCappersChanged, the target entity is your train_watcher, and the input is SetNumTrainCappers
 

Low Tier Grass

L1: Registered
Feb 15, 2024
4
0
Ok, so the train still doesn't move. Presumably from the way the train is angled like so, How do I flip it so it faces the door? And would you like me to provide the .vmf file? (if you do want the .vmf file, just note some textures and models won't appear because custom).
 

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