How?
It’s not seemed to work when I’ve tried it and it would be darned useful for resetting the location of a script_mover as needed (think parachute spawns).
Moving a setstate invisible script_mover
gotomarker <path_corner targetname> <speed> [‘wait’ when written, ET will not continue the script until the script_mover has arived]
just to be sure but im posetive you already tried that
Just use setposition
Never heard of that, could you elaborate on the syntax?
o2 - yeah that’s what I was doing - but unless I’m just misreading it, gotomarkers don’t seem to work when setstated invisible.
Actually, I don’t think I tried using it without the wait and with the next line being the setstate invisible - worth a try.
according to the level designers reference:
setposition <targetname>
Moves entity to position of target entity.
Setposition can be used as an ‘instant’ gotomarker command. When your script_mover has finished moving to where ever you have it going in a default state, use setposition to put it right back at the beginning of its path - whether you are using a spline train or series of path_corners.
For example:
//assuming the script_mover starts at a path_corner with targetname: position_1
gotomarker position_2 80 wait //moves to path_corner with targetnameposition_2
gotomarker position_3 80 wait //then moves to position 3
setposition position_1 wait //puts the script_mover back to position_1
With this there would be no neeed to hide the script_mover with a setstate invisible command while moving it back to its starting point becuase the movement is instant.
Of course, I could be completely misinterpreting what your trying hack together for your spawns - it sounds cool though!
that sounds like it’ll do what I want if it does what it says - cheers.
For the parachute spawns it works by pbasically spawning you in a little clip box script mover with a parachute model attached.
This then moves to the ground (naturally) but when you land (or release yourself) then it needs to vanish and be ready for the next time it’s triggered.
Hence the prob 
funny… I nearly had the same idea about parachute spawns
however I am not yet totally clear how I want to make the parachute disappear when it falls to the ground… well… maybe I’ll just show an animation of the parachute being blown away by the wind 
I don’t know whether this clip shader might come in handy for your purpose:
textures/therocket/parachuteclip
{
qer_editorimage textures/therocket/qer_parachuteclip.tga
qer_trans 0.4
surfaceparm nodamage
surfaceparm nodraw
surfaceparm nodrop
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm nosteps
surfaceparm playerclip
surfaceparm trans
}
Well for the parachute I dunno - just disappearing is fine enough, or you could have the model roll to the side and into the ground, nothing fancy.
Unless you drop the player from a reasonable heigjht above the ground, you can’t guarantee that setstating default the clip box to be able to move it will not gib someone - hence why I need to try the setposition, which should be exactly what is needed 
