How to make escalators

pisaman2

L1: Registered
May 27, 2009
34
1
I want to make a map with some escalators but have no idea how. I thought about func_conveyer and func_train but I don't think there is a way to make the steps loop. I was thinking about doing something similar to the train in Well and have the stairs go down and then have more stairs arrive at the top. Sorta like a train arriving and going, arriving and going for the whole duration of the match. Problem is, I don't know whether this will work or how the trains in Well work.

Any advice?
Thanks
 
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Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
It's not worth the trouble, trust me.
 

TracerDX

L3: Member
Jun 9, 2009
127
26
Carefully rigged and well timed func_trains with a point_template spawning the "steps" could work. Cover that with an invisible func_conveyor.

At least, that's how I'd try to do it.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
It's not worth the trouble, trust me.

All moving objects in source/TF2 are buggy as hell, Doing anything more complex than a door will result with you getting stuck in it.

The exception to this is payload carts. They have improved hitdetection and as a result you get stuck a lot less (still happends).

When I say it's not worth the trouble I mean; you would have to make every step in the entire escalator a small "payload cart" and set them all up properly.
Your map will also get the awesome text "Payload" in the startup screen, that can't be removed.

Go ahead if you want to, its not impossible. but "It's not worth the trouble"....
 

pisaman2

L1: Registered
May 27, 2009
34
1
All moving objects in source/TF2 are buggy as hell, Doing anything more complex than a door will result with you getting stuck in it.

The exception to this is payload carts. They have improved hitdetection and as a result you get stuck a lot less (still happends).

When I say it's not worth the trouble I mean; you would have to make every step in the entire escalator a small "payload cart" and set them all up properly.
Your map will also get the awesome text "Payload" in the startup screen, that can't be removed.

Go ahead if you want to, its not impossible. but "It's not worth the trouble"....

Ok. Thanks. I'll do the blinky red light idea ;)
 

krazy6446

L1: Registered
Jun 19, 2009
14
1
I'm not sure, but someone told me that you could use func_door and have it move up and down. Any lights could then have a input stating that after the elevator starts moving, it takes x seconds for it to light up.
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
You can find a tutorial for this here. I know its in german, but maybe you can look at the pictures :D

No, seriously, you can download it as a prefab on the end of the page ;)
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
An easy work around for making things rotate in TF2 is to use func_door_rotating and make it trigger when the map loads.
 
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