Sorry for the noob question but can someone tell me how I can “attach” a trigger to script_mover brushes? (like the trigger to repair a truck/tank somehow moves along with the truck/tank…scripting maybe?) Thanks for any help/ link you can give. :moo:
Trigger HAPPY....
I built a movable vehicle and have the same issue. 
I’m trying to recreate a similar situation to the tank in goldrush. Build a truck, make it move. Here’s the problems I ran into.
Issue 1: The trigger to move the object is back where I originally constructed the truck. (It would be like running back to where you built the tank in goldrush to make it move to the next spline.) Once the object is built, the build trigger_multiple never moves along with the truck.
Issue 2: My truck is 90 degrees rotated. Its moving sideways down the road. I know chavo_one posted about this but I didn’t understand his resolution.
FYI, I started building this using object from goldrush but obviously when I changed the models over (and removed the turret) I messed up.
Any ideas what I need to do?
Thanks in advance
-Doc
Update:
I used the faceangles command to get my model to show up correctly, but once its built it immeditately flips back 90 degress rotated.
Syntax was:
faceangles 0 90 0 50
Do I need a second faceangles command in my script or am I using the one above wrong?
You win a broken map! 
Post a screenshot in radiant showing your truck clip brush script_mover, and it’s entity information.
Also, to attach the trigger to the truck, the trigger_multiple has to have a targetname and scriptname and origin brush. Then take a look at this code excerpt from the goldrush script:
truck_trigger
{
spawn
{
wait 500
attachtotag truck tag_wback
}
}
aha… I think you just gave a big clue!! 
Its likely that the triggers were attached to the part of the tank I deleted… the turret or the wheels… So it would make since that they no longer moved with the vehicle.
Thanks… I’ll try to figure out how to attach the triggers to the “tank” clips/entity. But I have no clue how thats done, lol.
Thank you for your reply Chavo.
Let me clarify how all this attaching stuff works…
The scripting command attachtotag can only be used on models that have “tags”. For example, I believe the official truck model has four tags: “tag_wfront”, “tag_wback”, “tag_obj1”, “tag_obj2”. These are defined in the model itself (done in a modeling program) and the associated *.tag file.
You can attach triggers, models, etc. to these tags with the “attachtotag” command. This command takes the origin of the trigger or model and attaches it to the location of the defined tag.
Unfortunately, no one from SD has released a .tag file exporter so no one has been able to create their own models with tags. I really wish this would happen, as I want to create a boat model that needs tags for the trigger_multiple and gold bars (like the truck).
Understood… 
what you’re saying is… until they post tags for the rest of models, we can’t make them move. (like the tank in goldrush) We can
only use the tags that we can see in current game scripts.
Wunderbar! :banghead:
SD… V23… I NEED BACKUP!!!
-Doc