Advanced Lifting

SuperTeflonSuperTeflon Join Date: 2003-12-31 Member: 24893Banned
edited February 2004 in Mapping Forum
<div class="IPBDescription">:)</div> Alright. I have a lift. This lift is in a shaft. It goes down the shaft. It goes up the shaft. It's a cute, wonderful, cuddly, fuzzy wuzzy lift.

I want my lift to do more.


First, I want to have a button ON the lift itself. However, for some reason I don't recall seeing this used in any NS map... well, ever. I tried setting the 'do not move' flag to 'off' on the switch, and giving it the same speed and direction as the lift itself, but the button decides that IT should move FIRST, and once at the bottom, THEN it activates the lift.

Next, I want to have neato doors on the lift itself. Hit the button, doors slide shut on the lift, down you go. That, or if it's not possible at all, doors like that at the top and bottom of the lift's exit.

Okay... how? I can probably do the shaft doors with a multimanager. Easy, just trigger the opposite doors and send the lift on its way, then on the same timer open them again.

But I'd much rather have doors on the lift car ITSELF. But is it possible at all? If so, how? I've been pouring over this for a while now... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

Comments

  • VarsityVarsity Join Date: 2004-01-29 Member: 25687Members
    <a href='http://cariad.co.za/twhl/tutorial.php?id=42' target='_blank'>http://cariad.co.za/twhl/tutorial.php?id=42</a>
  • SuperTeflonSuperTeflon Join Date: 2003-12-31 Member: 24893Banned
    edited February 2004
    Yay! Just assuming, the exact same principles apply to moving the switch as well?
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited February 2004
    About the button ON the lift, you have an easy solution, make it part of the lift, and put invisible triggers on top and bottom, so you can only activate it when it doesn't move <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    About opening the doors on the lift... uh, no idea...

    Edit: I'm very slow, lol
  • SuperTeflonSuperTeflon Join Date: 2003-12-31 Member: 24893Banned
    <!--QuoteBegin-Mendasp+Feb 7 2004, 06:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Feb 7 2004, 06:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> About the button ON the lift, you have an easy solution, make it part of the lift, and put invisible triggers on top and bottom, so you can only activate it when it doesn't move <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    About opening the doors on the lift... uh, no idea... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Now there's something I didn't consider... but that means that some malicious skulk could be in there and trigger the elevator when it's at the bottom though...
  • VarsityVarsity Join Date: 2004-01-29 Member: 25687Members
    I don't think pressing switches works until they've finished the job for the last press.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--QuoteBegin-Varsity+Feb 8 2004, 03:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Varsity @ Feb 8 2004, 03:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't think pressing switches works until they've finished the job for the last press. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    True, true.
  • VarsityVarsity Join Date: 2004-01-29 Member: 25687Members
    Better still, set 'delay until reset' for the button to the time it take for the lift to reach the top.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    edited February 2004
    It's impossible to have other entities follow a func_train in NS. The Half-Life mappers figured out a way that works pretty good though. Mendasp already mentioned this though, simply putting a button entity at the top and bottom then making the button brush part of the lift. One problem with this is that the button in the elevator won't move and won't change the texture.

    The doors can't follow either, so you'll have to make them for each floor.

    edit: clarificiation
  • SuperTeflonSuperTeflon Join Date: 2003-12-31 Member: 24893Banned
    <!--QuoteBegin-Varsity+Feb 7 2004, 06:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Varsity @ Feb 7 2004, 06:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Better still, set 'delay until reset' for the button to the time it take for the lift to reach the top. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well so far what I've got is working great <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> Someone told me that fun_doors were better elevators then func_trains. Stupidly I listened to them. But now everything is happy and fun!
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    If you are a complete nubbin like me and have played ts extensively <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> a map lobby2 has a lift with opening and closing doors that follow the lift. But like what people were saying, the buttons inside the elevator do no animate. But the doors work! One thing though, there is a seperate button for opening/closing the doors, and activating the lift, but the lift cannot be activated while the doors are open.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    closing and moving doors are exactly 3 func_trains (elevator platform included).
    the doors get triggered first. the func_trains move towards till they are "closed". then there has to be a little delay, the doors wait at the track_corner, for retriggering. then both doors and the elevator platform will triggered to the same time, so both move with the same speed and the same direction.
    when the lift stops and dorrs open its the same procedure only in reverse order.
    the delays are the key. so you dont have to synchronize the movements. one big BUT: the doors and the elevator should do 100000 damage to prevent func_trains to be blocked so they move seperately. but this would cause a lot of trouble, players die if they cant get out of the way of the moving trains.
    personally I dont see ANY cause to create such a elevator. its just ... its crap. and even when you finished the elevator, any players will mention the kill problem and you will have to remove it. save your time, do something else instead.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    There's two tutorials for advanced elevators at the VERC:

    <a href='http://collective.valve-erc.com/index.php?doc=1047958901-74747200' target='_blank'>http://collective.valve-erc.com/index.php?...958901-74747200</a>

    and

    <a href='http://collective.valve-erc.com/index.php?doc=1047964377-43297800' target='_blank'>http://collective.valve-erc.com/index.php?...964377-43297800</a>

    Try these. Also become familiar with using env_global to store states (such as On and Off) for use with multisource entities. That way you can set up complex sequences where events only happen if a particular state is On or Off (ie. call button will not work unless elevator is on another floor).
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    I dunno, I see no problem with being killed because you blocked a one and a half ton hydraulically powered moving device that can support the weight of multiple oni. I'd say go for it, after all the doors on ns_nancy could kill you and I never saw or heard any problems with that.
  • civman2civman2 Join Date: 2002-11-03 Member: 6116Members, Constellation
    <!--QuoteBegin-Reese+Feb 8 2004, 07:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ Feb 8 2004, 07:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I dunno, I see no problem with being killed because you blocked a one and a half ton hydraulically powered moving device that can support the weight of multiple oni. I'd say go for it, after all the doors on ns_nancy could kill you and I never saw or heard any problems with that. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    people actually liked those doors. Comm kills were fun.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    <span style='color:white'>Artificial de-bumping due to forum time/date problem, please ignore this post</span>
  • BahamutBahamut Join Date: 2003-01-20 Member: 12522Members, Constellation
    func_doors are better then func_train elevators anyway, at least with the func_door ones you can't get stuck half way down because some silly person pressed the button causing the train to "stop" :|

    /me looks at generator lift on ns_nothing with an evil stare.

    although it does make for some great places to catch oni and gorges.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    edited February 2004
    dont make things more complicated. the problem of such "combined elevator" s a problem with te gameplay. cause it will take its time to travel from one floor to another... and when the doors finally open, you may notice, that there aresome nice ha guys waiting. and you will realize, that there is NO way back... thats why some elevators have got "gaps" where you can drop if the situation gets too hot. nothings elevators are kind of ... I dont like them.

    edit: the question is not HOW to do. there are people out there even creating moving dorrs with a handle, that moved down when triggered but also moved WITH the door.
    the question is if the map badly NEEDS SUCH EFFECTS.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    <!--QuoteBegin-FSHP.Bahamut+Feb 9 2004, 01:06 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FSHP.Bahamut @ Feb 9 2004, 01:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> func_doors are better then func_train elevators anyway, at least with the func_door ones you can't get stuck half way down because some silly person pressed the button causing the train to "stop" :|

    /me looks at generator lift on ns_nothing with an evil stare.

    although it does make for some great places to catch oni and gorges. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That's easy to fix. Use env_globals and multisources to create a State system. When someone pushes the button it just has to call a multimanager that flips the states of the globals so that the buttons do no work, and when the elevator arrives at a floor it can call another multimanager that flips them back on again. As long as the buttons use the multisources as masters it will work perfectly and no one will be able to 'break' the elevator. I've done this before in multiplayer maps and never received any bug reports about broken elevators.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-FSHP.Bahamut+Feb 8 2004, 08:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FSHP.Bahamut @ Feb 8 2004, 08:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> func_doors are better then func_train elevators anyway, at least with the func_door ones you can't get stuck half way down because some silly person pressed the button causing the train to "stop" :|

    /me looks at generator lift on ns_nothing with an evil stare.

    although it does make for some great places to catch oni and gorges. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I personally have only ever used the func_door method, with func_button.
    The reasons for this are

    a) Less entities. Should decrease lag and server load.
    b) Quicker and easier to achieve.
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