Now, how do I set this up if I want to have a box already positioned on a ledge, then the box dropper drop a new box when the original box is destroyed, just a back up incase the player is an idiot and drops the box in the toxic goo?
Well that was an evening well spent....
I've got it so that it doesnt spawn the new box until the first one is destroyed by putting a func_nobrush keeping the template box from falling down into the visible box dropper. the func_nobrush disappears when killed by a trigger once.
Once the box falls, it hits a trigger_multiple, which opens the box lid after a delay, then is supposed to close it once the box has fallen out and cleared the area.
But, the lid is closing on the box too soon! Its like what Yekyaa was saying, it sorta twitches open and closed.... It seems to play the open animation, but close again right away. I might be able to discern some info from the official maps tomorrow, but I need some sleep for my final tomorrow morning. So anybody have any ideas?
Is there some way to stop the spawning mechanism to stop spawning a box at every box located at the map, without making an individual name for each box, and therefor also a filter for buttons and such, for each?
It's quite unconvenient if a map has more than one spawner or other boxes lying around, because if you loose your first box a couple of times, and there suddenly is a pile of boxes where there were one.