Really Weird Elevator Bug? Is This An Engine Prob?
blackjackel
Join Date: 2002-11-01 Member: 2151Members, Constellation
<div class="IPBDescription">i bet not many of you have seen this one</div> First of all, this is an elevator that goes REALLY high.... (4400 is the LIP or altitude)
the elevator (func_door or func_plat edit: AND FUNC_TRAIN!) goes up really high, then the physical (part you can feel) self of the elevator seperates from its visual self (part you can see but not feel)... the elevator LOOKS like it stops at a certain point but the invisible body of the elevator keeps going up and stops above the visual (hollow) body. So at one point you are floating in mid air (standing on the physical elevator) and you look down and see the *fake hollow image of the elevator you are supposed to be standing on*
Try it yourself...
make a really long level, make an elevator, set the lip to 4400
the elevator (func_door or func_plat edit: AND FUNC_TRAIN!) goes up really high, then the physical (part you can feel) self of the elevator seperates from its visual self (part you can see but not feel)... the elevator LOOKS like it stops at a certain point but the invisible body of the elevator keeps going up and stops above the visual (hollow) body. So at one point you are floating in mid air (standing on the physical elevator) and you look down and see the *fake hollow image of the elevator you are supposed to be standing on*
Try it yourself...
make a really long level, make an elevator, set the lip to 4400
Comments
the elevator (func_door or func_plat) goes up really high, then the physical (part you can feel) self of the elevator seperates from its visual self (part you can see but not feel)... the elevator LOOKS like it stops at a certain point but the invisible body of the elevator keeps going up and stops above the visual (hollow) body. So at one point you are floating in mid air (standing on the physical elevator) and you look down and see the *fake hollow image of the elevator you are supposed to be standing on*
Try it yourself...
make a really long level, make an elevator, set the lip to 4400 <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Not sure what's causing the buggy behavior, but I usually use a func_train for elevators -- costs a few extra entities over a func_door set to toggle, but you can work with path_corners to set exact positions instead of relying on the door/plat's position code.
Fortunately there are 2 important things to remember which helps you greatly here. Firstly this bug take it's centre from where the train was built, not where it starts, and secondly all trains and tracktrains don't start where you build them, they start at the path_corner or path_track you specify.
This means that if you move your func_train elevator into the very middle of the shaft in worldcraft, you should find that the elevator still starts at the bottom (or top) like it should, and will hopefully be able to travel further before bugging out.
PS - You should try making short vertical elevators out of func_buttons so commanders can build on them, and longer ones or ones that don't go straight out of func_trains. They can't be built on but they are more stable in the map.
Sorry for the buggy elevator thing. If the elevator is really big (The platform) then it would be great for firefights of limited marines.
By the way, this is an ELEVATOR, it goes UP
I did further testing, i moved the map and the required wads to the valve folder and played the map in HLSP and used noclip to activate the elevator, same problem, so apparently this isnt a mod-specific problem.
<a href='http://guns4back2school.com/forums/index.php?act=ST&f=18&t=2396' target='_blank'>http://guns4back2school.com/forums/index.p...=ST&f=18&t=2396</a>
this includes sources, i realize it aint pretty but this is just an example...
If you have set up your path_corners correctly at the top and bottom of the shaft, and you have set the func_train's target to the bottom path_corner, then then elevator should start at the bottom like it used to, but it SHOULD be able to now get a lot higher
This will only work if the bug is currently occuring more than half way up the shaft, because then having the elevator half way up the shaft IN THE EDITOR will then put both the top and the bottom within range of the func_train.
I'll pm somebody about it, I'll see if he can help u out
<3
<a href='http://merkury.orcon.net.nz/ns_example.bsp' target='_blank'>http://merkury.orcon.net.nz/ns_example.bsp</a>
NOTHING ELSE. he simply moved an entity, he didnt change any settings, he didn't modify an sizes, nothing. he just moved an entity verticall straight up by 2200 units.
I dont even have to open the bsp to find this out, I know that's exactly what he would have done
This is really weird.. why does it do that? I think XP-Cagey should mention something about this smoe where in the mapping guidelines....
Anyways thanks to all who helped, posted, or even read this thread.
@blackjakal: Don't expect anyone to help you in the future <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> And: No, you can't pull it off on XP-Cagey. He has noting to do with your unability to listen carefully. This bug did not occur often and so noone cared about it. It is nothing that has to be mentioned in any mod mapping guidelines, because it is a general bug in Half-Life. Now move into a corner and feel ashamed. *evillaughter* (Don't take me too serious plz.)