i've already talked about this but you can bind anything to rotaters, not just movewalls. triggers, items, mapobject_custom (when not static), monsters... other rotaters.
you can fake torches attached to a lift by using a func_rotate_train with a visible, solid movewall and no rotate_objects.
Oops, Meant To Hit Preview :P
in theory, you could attach chthon, shub or the vermis to a train to have it move around.
Only Decorational Ones Though, Right?
But since Chthon and Shub have MOVETYPE_STEP they will move around on a regular func_train just fine and still be able to do their thing.
Another quick note about rotate_train. Regular func_trains pause for a moment between nodes. Rotate trains don't do this, and thus move more smoothly.
They also don't stop when crushing something. Actually if a movewall hits two monsters, it will damage one and pass right through the other with no effect.
I have a draw bridge in one level that drops down, but the player can stand underneath it when this happens. a normal train would stop whilst it causes damage and the player could walk out. A rotate train will just carry on moving, and the player (or monster) just gets stuck. My solution was to make the movement of the bridge very violent and just kill the player on contact :E
Regular func_trains pause for a moment between nodes.
Not with spawnflag 1 (TRAIN_SMOOTH).
Ooh okay, I stand corrected :)
if you have a detailed floor with bits of geometry and small gaps in it, and this causes monsters to not path over it, just place a togglewall over the top. Monsters will now run over it perfectly.
Or just use a clip brush.
Monster navigation disregards clips on the floor. Sometimes they manage to cross 16 unit gaps after a few moments of nervous wiggling, but putting togglewalls or skip there makes things a lot smoother, and is required for larger gaps.