Elevators and the new pl system

henke37

aa
Sep 23, 2011
2,075
515
*sigh*, judging from the search results.

Anyway, I am going to do elevators despite the general opinion about them.

Specifically, I am doing a payload map with two elevators in the middle of the track.

I am using the modern pl system, letting the watcher move the train for me. This works fine and allows me to use the roll back and roll forward zones.

I have tried several setups:
  • Func_brush that is parented to the cart.
  • func_track_train that is parented to the cart and then teleported at the end
  • func_move_linear that is run by point_proximity_sensor and a math_remap
  • func_brush that is is moved by a logic_measure_movement

So far I haven't had any acceptable results, but the track_train solution at least doesn't have any major issues.

Also, to complicate things even further I change the trigger_capture_area during the ride to prevent captures from people who aren't even over the platform.

So I am looking for some advice on how to do it.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
Im fine with elevators aslong as they're not used to much. :)

I'd check how they do it in Hightower, which you can get decompiled either by going to the thread of Uncompiled maps on the forum (do a search it should come up), or extract the BSP from
Team fortress 2 content.gcf/tf/maps and then decompile it using the BSP decompile tool.
 

henke37

aa
Sep 23, 2011
2,075
515
As a matter of fact, I did that already. Hightower uses a complicated setup that involves a lot of entities. But it does not use the modern movement system, instead it seems to just run two track_trains at fixed speeds.