Lifts!

TheDestroyerTheDestroyer Tooobah Join Date: 2003-07-12 Member: 18123Members, Constellation
<div class="IPBDescription">I need to get up there!</div> I'm workin on my first ns_ map (that I will actually complete ^_^) and I am having trouble with making lifts. Can anyone help?

Oh, and if you could, can you explain weldables as well, i THINK I understand...

Comments

  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    You did try the entity descriptions for <a href='http://collective.valve-erc.com/index.php?ent=func_plat' target='_blank'>func_plat</a>, <a href='http://collective.valve-erc.com/index.php?ent=func_train' target='_blank'>func_train</a> and <a href='http://collective.valve-erc.com/index.php?ent=func_door' target='_blank'>func_door</a>? These entities are used most commonly to create lifts.

    Func_plat is the entity meant to be used as a lift, but it's a little limited in its use and isn't used very often.
    Func_train offers the greatest flexibility, but can sometimes give problems in online play.
    Func_door may seem a little odd to use as a lift, but when given a negative lip value can function very reliably like one.
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    edited July 2004
    Mainly there are two ways how to create a lift. The first one is to make a lift as a func_train, and the second is it, to make it a func_door.
    Depends on you what you like more <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    func_door method:
    make a brush as func_door which is the lift itself, set the yaw to up or down and give Lip a negative value to set the distance the door should "open". give the door a name and make switches to trigger it.

    func_train method:
    you need a brush which is the lift and another one in the middle of it which is completely covered with the origin texture. now make both brushes to one entity and give it a name. You'll need to place two point entities which are path_corners. one at the bottom level and one at the upper level where the lift shall stop. (note: it's the inner block with the origin texture which will be set to the place of the path_corner) give both path_corners a name and let them target each other. the lower one has the name of the upper one as "next stop target" and vice versa. then check the flag "wait for retrigger" on both path_corners, or the lift will move continuously.
    now give the func_train a name and set the "first stop target". that's the path_corner the lift will be set to when the map is loaded. Now you just need two func_buttons which trigger the func_train.


    weldables
    well it's quite simple..

    "Seconds to weld" determine how long you have to weld till that weldable is welded.
    "Target to finish on weld" is the targetname which get's triggered when it's welded.
    "Target on break" is the targetname which get's triggered when it beaks (requires a health to be set)
    "target on use" quite obvious <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    to the flags..
    check "start on" if you want it to be working from the beginning of the round. otherwise the weldable needs a name and requires to be triggered before it can be welded.
    and the flag "weld opens, not" will make the weldable disappear for the round, when it is welded.


    edit: argh Wolv was faster
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    <i>edit: argh Wolv was faster </i>

    You were a bit more comprehensive though...
  • teh_fattsteh_fatts Join Date: 2004-06-21 Member: 29442Members
    one more reason why I love QuArK... i figured this one out on the popup ToolTip descriptions only... though as im only just now installing hammer it might have equally helpful tooltips, for all i know.
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