how are you sure trigger_createentity is creating nothing?
I have the trigger_createentity in a dev room, and a func_button that triggers it. The trigger_createentity's "Trigger after spawning" is set to fire a game_text. When I press the button, the game_text shows indicating a successful spawn (according to the entity guide).
I've set the created func_train's "First stop target" to a path_corner. The path_corner also have a "trigger on pass" fire a game_text. But this game_text never gets triggered, meaning the spawned func_train didn't do what you think spawned func_trains are supposed to do – to immediately teleport to its first stop target. every path_corner in the entire path_ chain is also set to fire a unique game_text. Those didn't trigger either.
And yeah, I couldn't see the created func_train. Not in the dev room where the trigger_createentity is, nor at the targeted path_corner. If the case is that the train's there but invisible the path_corners would tell me with game_texts.
Wrt duplicated decals, it's a nonissue as these would be outside the play area (the "actual train") that players can't reach.
there is a way to make them work, involving a bunch of trigger_changevalue, but depending on what you wanna do, it can evolve into entity spaghetti real quick.
it's already started... As it stands now, the non-working of trigger_random has already resulted in entity spaghetti in the dev room with a bunch of path_corners doing the timing and logic that trigger_random was supposed to do.
keep things super simple but slightly more laborious, and have a line of 10 or so trains
My dude, the train is very long! 16 carriages cut to 4 sections and linked by seamless teleports (at least these work!). If I have the scenery func_trains the same length of each carriage, I'd need 27 to fill the entire outside area. Also, there are overlaps in the 4 sections so at some points in time and space 2 identical func_trains that need to exist in relatively the same areas as seen from the inside. This means I need to keep track of 2 entities for each piece of the scenery. More logic entities!
Here, let me show you the whole map, and
NOT super simple and FAR more laborious the alternative is:
I'd like to point out that there's
one map in scmapdb called build that appear to use trigger_createentity. I downloaded and loaded the map but nothing seems to happen. No boxes that were supposed to be spawned by trigger_createentity gets spawned. Not sure if it needs more players for the map logic to start, or what.
something the Sven Co-op Developers Discord could resolve
Of course, there's a discord! I somehow couldn't find a link to it. [Not to mention the forums were nuked and redirected to an entirely non-condusive steam discussion]
You know, wrangling the engines to work how they're supposed to is frankly fast draining my interest in the project. The only saving grace here and miles around is MESS. I'd win the gold medal in going insane if I had to clone and align the 19 cars every time I change one. (
and there's 4 unique cars)