I'm having a bit of an issue.
I started up a new map (I had a better idea for the use of an elevator). I am having the elevator go through a range of motions. I haven't finished making the sequence yet, but what I have so far works fine (player spawns, elevator starts up after a few seconds, doors open, stationary doors close but elevator doors do not by design, because the next step is to have the elevator drop from an explosion I'm going to stick in later).
So, all the motions for the elevator and doors are working the way I want them to with the func_train entity. The problem comes with the next round start. The elevator just makes a loud "elevator stop" noise and doesn't move. This time, it is not in a remote lighting location, but it is in it's own place where it is supposed to begin at the start. The doors (which are separate func_train entities) do not move either.
I have the elevator and both doors triggered at the start by a multimanager called "kickstart" which is triggered by a trigger_multiple that resets itself after 60 seconds (giving enough time for players to drop back through it when I add in the elevator drop later before it resets to be ready for whenever the next round starts). I've been waiting 60 seconds before I end the round to ensure this trigger_multiple is ready to go again but I get nothing. I've also tried using a trigger once for the first round and then having a func_door trigger it for each round after (a technique that worked perfectly for having a sound startup at the beginning of each round in a different map I made). I also messed around with a trigger_auto and a few other complex trigger setups with no luck.
On the old map that I scrapped (the one where I was having the disappearing elevator issue), I ended up finding that after my trigger_multiple reset, the elevator would come up out of the floor and then do what it was supposed to do after being triggered. This was because my lighting room was directly underneath the shaft. I figured that if this was the case, then simply having a trigger_multiple that reset after a certain time limit would suffice because this time around I have the elevator already placed at the start point, but instead, I get nothing but a noise!