Elevators/Lifts

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Peligrino

L1: Registered
Jun 25, 2010
47
1
In my map I have an extremely steep area. Id like to put elevators/lifts moving up because I think it would be interesting to fight with and a great gameplay addition. I know how to make elevators, but how can I build them so that they go up and down lets say every 30 seconds?
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Use a logic_timer with Refire Interval as 30.

OnTimer -> elevator
You could have two timers, one for up and one for down.

top path_track OnPass ->DownTimer enable
bottom path_track OnPass -> UpTimer enable


UpTimer:
OnTimer -> elevator up
OnTimer -> UpTimer disable

UpTimer:
OnTimer -> elevator down
OnTimer -> DownTimer disable

edit: sorted





Don't forget to make the entire lift area nobuild ;D
 
Last edited:

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
a great gameplay addition

I lqtm. Elevators are bad because they force players to travel up in groups, leaving others behind. The separate teams greatly and allow the enemy to camp the exit like there's no tomorrow. Oh, and lifts are kinda broken in TF2 - if you jump while the lift starts, it'll go through you and quite possibly get you stuck in places you don't want to be stuck in.
 

Peligrino

L1: Registered
Jun 25, 2010
47
1
I agree with what you guys have been saying. However I only plan to have one lift my map, the other ways to get up include stairs, etc. Does this solve the problem?
 

Jayden

L1: Registered
Jul 28, 2010
42
1
That new Valve map (thunder mountain?) has elevators. Tbh, I'm more interested in how they do the cart-sliding. This thread is now about that.
 
Aug 10, 2009
1,240
399
I actually tried elevators in earlier versions of thunderclap, but I didn't like how they don't provide constant elevation (you have to wait for it to come down).

So yes, I speak from experience. I offer two suggestions if you wish to keep the mechanic.

1) Use an elevator that is activated by the player. No one wants to come running to a lift, on fire, to see that they've missed it by a few seconds.

2) Use a 'lift'. This is to say use a trigger_push to push the player up instead of using a func_door to act as an elevator. This is currently what I use because anyone can use it at any time. The only requirement is that the player has to fall into the trigger, or jump into it in order for it to lift them.

Finally, if you are willing to ditch the mechanic, I would suggest changing your layout to accommodate some stairs or ramps instead. I only suggest this because of the ensuing confusion of lifts/elevators that aren't properly explained to the player.

And just because Valve does something doesn't mean it's right :p


Don't use elevators.

Need for elevators indicates a bad map layout.

I disagree, I think need for elevators is either intentional, or indicative of a mistake when calculating travel between height variations.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
If you want to make an elevator, consider making it a cyclic elevator. Players will get a continuous flow up or down. No waiting time, no having to travel in groups. Probably easier to program too, since it's one continuous movement.