Elevator Problem

TMB

Banned
Jun 7, 2015
821
323
Well, im working in a plr map... but i have a problem, i want that the orange block get down when the cart is in, like pl_corrode...
 
Last edited:

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
If you want a ramp, use the vertex tool to slant it. If you want it to move when the cart gets on it, I suggest you look at pl_thundermountain's logic and how they got the bridge to move up on Stage 1.

EDIT: Also, why are you commenting ellipsis? They're not doing much.
 

TMB

Banned
Jun 7, 2015
821
323
If you want a ramp, use the vertex tool to slant it. If you want it to move when the cart gets on it, I suggest you look at pl_thundermountain's logic and how they got the bridge to move up on Stage 1.

EDIT: Also, why are you commenting ellipsis? They're not doing much.
Ok, but... i that not what i need, i need that the cart go down, i want something like corrode...
 

Doktor Richter

L3: Member
Feb 13, 2014
115
89
Have you tried looking at what Thundermountain Stage 1 does, and changing the logic so that it goes down instead of up?
 

TMB

Banned
Jun 7, 2015
821
323
Have you tried looking at what Thundermountain Stage 1 does, and changing the logic so that it goes down instead of up?
I said it before, yes and i still need the cart goes down like pl_corrode... and i need it before the 72hr clock finish!
 

Hotel Detective

L4: Comfortable Member
Dec 10, 2014
187
191
Have you tried looking at what Thundermountain Stage 1 does, and changing the logic so that it goes down instead of up?
Doesn't Thundermountain raise a bridge?
I think TMB wants the cart to ride the elevator as it goes down. Not raise a bridge so the cart can go across.

@TMB You can probably (I don't know if this is discouraged here) decompile the map to see how PL_Corrode did it.

https://developer.valvesoftware.com/wiki/BSPSource
https://drive.google.com/a/nixshadow.com/file/d/0B_OVDYg0irGcUDhUT1pLWE1YUW8/view
 

TMB

Banned
Jun 7, 2015
821
323
Doesn't Thundermountain raise a bridge?
I think TMB wants the cart to ride the elevator as it goes down. Not raise a bridge so the cart can go across.

@TMB You can probably (I don't know if this is discouraged here) decompile the map to see how PL_Corrode did it.

https://developer.valvesoftware.com/wiki/BSPSource
https://drive.google.com/a/nixshadow.com/file/d/0B_OVDYg0irGcUDhUT1pLWE1YUW8/view
1. You are right, that was i wanted to say
2. I did it and was awful...
 

Doktor Richter

L3: Member
Feb 13, 2014
115
89
Doesn't Thundermountain raise a bridge?
I think TMB wants the cart to ride the elevator as it goes down. Not raise a bridge so the cart can go across.

Ah, I see now. Have you looked at how hightower does it, then? If the elevator is automatic, you could maybe have a thundermountain-style elevator, and then have the cart follow path_tracks to the bottom at the same speed, triggered when the cart passes the first path_track on the elevator. Not sure how well that would work, but that's where I'd start.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
but hey, it's not even a problem
i mean, you didn't even try how did you meet any problems?
 

TMB

Banned
Jun 7, 2015
821
323
Ah, I see now. Have you looked at how hightower does it, then? If the elevator is automatic, you could maybe have a thundermountain-style elevator, and then have the cart follow path_tracks to the bottom at the same speed, triggered when the cart passes the first path_track on the elevator. Not sure how well that would work, but that's where I'd start.
I dont wanna what hightower does, i want what corrode does... have you seen what corrode does?
Go here: http://tf2maps.net/downloads/corrode.253/
Download the map
Play the map
See what Corrode does!
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
914
1,544
make the orange block a func_door with direction down, parent the track above to it.

Add an output on the path_track at the end of the orange block "OnPass" to open the func_door.

Your also going to want the path tracks to go straight down in the line of the elevator

You might need to change the speed of the cart to match the speed of the func_door. Use the "OnPass" output of the path track to do this
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Weel, what you do is basically parent the lift to the cart and move the cart upwards.
This is what hightower does, and this way the lift actually changes speed the more players on it are.
 

TMB

Banned
Jun 7, 2015
821
323
make the orange block a func_door with direction down, parent the track above to it.

Add an output on the path_track at the end of the orange block "OnPass" to open the func_door.

Your also going to want the path tracks to go straight down in the line of the elevator

You might need to change the speed of the cart to match the speed of the func_door. Use the "OnPass" output of the path track to do this
Ok, i think this could be the answer... if i only understand it...
 

Hotel Detective

L4: Comfortable Member
Dec 10, 2014
187
191
I dont wanna what hightower does, i want what corrode does... have you seen what corrode does?
Go here: http://tf2maps.net/downloads/corrode.253/
Download the map
Play the map
See what Corrode does!
Hightower has an elevator too, you just need to switch it from raising on cap and revert on not-cap, to lower on cap completion (or when it reaches a path_track depending on how you want it done)
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Again, all hightower does is parenting the lift brush to the cart, and have cart path_tracks going upwards, with a rollback zone.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
And if you want it to move ahead on its own, you could probably just make the stretch between the start and end of the lift be a roll-forward zone.
 

TMB

Banned
Jun 7, 2015
821
323
Well, i thin the answer is what MaccyF says but i cant do it...
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Then try other answer you can understand.
You weird me out sometimes.