I'm creating a train map for sven co-op, with lots of func_trains and path_corners. All func_trains have an origin brush each.
Here's a setup of the problem: I'm creating a func_train on the gangway connection between train carriages to simulate the effect of the train wobbling. The origin brush is off to the upper-side corner of the entity for tidiness sake. So are the path_corners that go back and forth; they're on the same y/z axes as the origin brush. And here's the thing in game: Very obviously, the game engine decides to completely ignore the origin brush and put the geometric center of the entity to the path_corner. I can confirm that the origin of the entity model exist in the proper place in the BSP. This is clearly not how a GoldSrc engine is supposed to work. What is going on here? Is there a hidden spawnflag not found in the FGD that causes this? A svencoop cvar or setting that turns off the proper function of entity origins by default? Is there anything else I can do other than reconfiguring every func_train entity so that their geometric center becomes the origin, and move all the path_corners?
This is just one of the issues I'm having right now. some others being:
- trigger_createentity creating nothing even when target brush entity's +model is properly set. The trigger didn't fail, as the "Trigger after spawn" gets fired.
- trigger_random working *uck all, to the extent that I resorted to use – that's right – even more path_corners and func_trains to time and randomize things in the map.
p.s. somebody might have brought this up to the discord, talking about some guy from LambdaGeneration. that's me!