Hope no one minds me bumping this with another update...
I made some progress. Realized !caller didn't signal my tracktrain when a tracktrain tests a LB. !activator works, not sure if it refers to the "test" command or the original OnPass it set off.
Ok so, on a path_track no one sees before everything restarts I have:
OnPass !activator FireUser1
On the tracktrain activators I have:
OnUser1 !self Stop
OnUser1 LB (logic branch) Test
OnUser2 !self StartForward 1 second delay (in case stop interferes)
On the Logic Branch we have:
OnFalse !self FireUser1
OnTrue !activator FireUser1 1 second delay (to force recheck of LB after 1 second)
OnUser1 !self Toggle
OnUser1 !activator FireUser2 (could probably just be startforward)
OnUser1 LT (logic timer) ResetTimer
On the Logic Timer we have:
6 second count down
OnTimer LB setvalue 0
So right now with initial testing on two tracktrains, my second tracktrain to hit this path_track will keep increasing its distance from the first, which is bad. I need a constant distance. It could also maybe be simpler. Still needs more testing too.
/final edit
In case anyone finds this looking to do something similar, here's the final answer:
Create one of each thing you want to move and name them all; ie tracktrain and the stuff connected to the tracktrain. Set it all up so it moves as you want it to (initial path, etc).
Create 1 point_template, env_entity_maker, logic_timer, and possibly logic_case.
Put each moving object (and tracktrain) as a separate entry in the point_template using the object's name. I think preserve entity names in the flags tab of the point_template needs to be off(?).
Hook it to the env_entity_maker and use the logic_timer to forcespawn on the env_entity_maker
Setup any initial conditions (might need startforward and !activator, OnSpawn).
And... it will work perfectly. Each time something is spawned it'll follow the path tracks. Be sure to kill everything at the end of the path_tracks. Here's a guide for it.
http://developer.valvesoftware.com/w...spawning_Items