Complex Elevator

UraniumUranium Join Date: 2002-11-10 Member: 8105Members
<div class="IPBDescription">Help me</div> Im trying to make an elevator then when you hit the button instead of going up it rotates as it goes up, so it rotates letts say 180 degrees while moving 512 units up.

I can get to to rotate standalone and make an elevator but i cant get it to act as one. Please help! (dont know if its even possible)

Comments

  • EshockEshock Join Date: 2003-02-12 Member: 13462Members
    In the very beginning of Half Life singleplayer, there is an elevator that does exactly that. I don't know if valve has released the source to their single player maps or not, but that's where I'd start.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    edited October 2003
    <!--QuoteBegin--Uranium+Oct 4 2003, 08:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Uranium @ Oct 4 2003, 08:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Im trying to make an elevator then when you hit the button instead of going up it rotates as it goes up, so it rotates letts say 180 degrees while moving 512 units up.

    I can get to to rotate standalone and make an elevator but i cant get it to act as one. Please help! (dont know if its even possible) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Of course it is possible, Half-Life did it in the very beginning of the game.

    Path_Corners have a "New Rot. Speed" Attribute, maybe play with that? Or rotate the second Path_Corner so as the Elev moves up it may also rotate to align with it. I don't know a real factual answer, try that though.

    ~ DarkATi
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    edited October 2003
    The entity you want is a <a href='http://collective.valve-erc.com/index.php?ent=func_platrot' target='_blank'>func_platrot</a>. These are what was used to make the elevator eshock was describing. It was also what was used to make the floating rocks in the xen levels.

    Another option is a rotating func_train. It can do almost everything and func_platrot can, but more. However, it is a bit more confusing, and uses more entities.

    DarkATi: You cant change the rotating speed of a func_train with path corners. The train will rotate x degrees on the set axis(s) in the anvelocity (I may have misspelled it) keyvalue when ever the train moves 1 unit. If the train isn't moving, it wont rotate. While there was a crash sceen in Blue Shift that seemed to defy this rule, it was done using a ton of env_renders.
  • G_I_GodlessG_I_Godless Join Date: 2003-08-06 Member: 19050Members
    cant mess with that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    edited October 2003
    <!--QuoteBegin--Machiavelli+Oct 5 2003, 01:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Machiavelli @ Oct 5 2003, 01:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> While there was a crash sceen in Blue Shift that seemed to defy this rule, it was done using a ton of env_renders. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    While I haven't seen that crash scene yet, I know that at around the time blueshift came out an hl update was also released that allowed you to set spin speeds for func_trains. So you could for instance simulate a bouncing wheel by mapping out a bouncing path for the func_train wheel, and then setting the wheel to rotate along a particular axis at a regular speed as it followed the track.

    You could put spinning wheels on a car built out of separate func_trains, and as long as the car didn't change speeds, and each wheel (+car) had it's own separate set of path_corners you could have a very nice vehicle effect (for instance simulating road traffic in an unreachable area where the cars started and finished outside of the player's vision)

    EDIT: NVM, actually <b>read</b> your post this time, and I realised that I basically repeated what you said, and contradicted you in your quote... Sorry.
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