The solution I've tried is the one recommended by Elon: adding an ORIGIN brush to my elevator. Of course, since it was only ever an intermittent fault, I may never know for sure whether it has been fixed - but if I playtest this level for the next week and don't run into the problem again, I think I can be reasonable confident... :)
If I still do have problems, I'll be sure to let you know...
If Elon's information is correct, would it be worth revising the TWHL entity guide description for a func_train? Perhaps add something like:
While a func_train often appears to work properly without an ORIGIN brush, adding one can improve its stability under certain conditions.shrug
@ Highlander: I don't think it is a lag problem -- although parts of this level do have rather high r_speeds values so I guess it's possible, especially when several people are in the offending area. I've retained the speed-change path_corner, though, so thanks for that...
@ Saco: My "necropolis" is Egyptian-themed; I'm using a set of textures I got from Wadfather -- in fact, in many ways the texture set has guided the level design.
@ Unbreakable:
@ Kasperg:
my opinion is that any off-theme bounce pad, trigger_push, func_ladders or ramps will be better than a buggy elevator in case you can?t fix itI guess that's still the ultimate fall-back position, if all else fails!
Still, I tried replacing the elevator with a ladder, and it just didn't seem right somehow. (My original thought was to have a huge fan blowing air (and players) up the shaft; I may yet go back to that if Elon's solution doesn't fix the problem... It would sorta fit the theme...)
@ Daubster: When I first started trying to build an elevator in one of my earlier levels I tried a func_plat but switched to func_train because in most cases it was easier to control, and more flexible. For this level I automatically used a func_train without even thinking that there were other options. I think a func_train is still preferable, but if Elon's fix doesn't work I'll switch back to a func_plat. (I do have a func_plat in an earlier level, come to think of it...)
@ Elon Yariv:
Many people think that func_trains don't need origins- but they do!Thanks for that. All the entity guides seem to suggest that an ORIGIN brush is NOT required (unless being used as a beam target) and all my other func_trains have worked fine without one - but I'll give it a try. Certainly, when I have more time, I shall do some testing of some of the strange behaviours being mentioned here... :)
@ killer1102:
and mine never seem to use the CENTER of the origen brushHaving revised my lifts to add an ORIGIN brush, I haven't noticed this to be a problem. However, I would suggest that perhaps the func_train still uses the center of its brushes as the centerpoint, regardless of whether it has an ORIGIN brush or not (and therefore, regardless of the placement of the origin brush.) Again, this is something I might test when I have a little free time.
more like 1-6 units up or down...
@ rowleybob: Nope, only 644 units of travel. I do have another which travels further - still less than 3000, I think - but so far I don't think I've had any problems with that one...
@ Muzzleflash: Thanks for confirming what Elon and rowley are saying.