Elevator Capture Point Prefab

Elevator Capture Point Prefab 2017-07-10

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
Elevator Capture Point Prefab - A capture point that moves up on an elevator when being capped

Originally used in cp_blizzard, uploaded with permission of collab partner. Free to use, for free, without permission. If you wish to credit anyone, credit @PyroDevil and @KubeKing. This prefab expands upon an A/D capture point setup originally found in the Ultimate Mapping Resource Pack.

This is a capture point on top of an elevator. If Blu team begins to capture the point, the elevator will rise. If capture progress is halted, the elevator will lower, and sparks will be emitted from the elevator's mechanisms. If the point is captured, the elevator will stop at the top of its path.

Please note: the speed for the elevator needs to be changed manually for it to match with the capture time. Also, if you plan on not including a deathpit below the elevator, test to make sure that players being crushed underneath the elevator doesn't cause any significant glitches.
 
Last edited:

youporkchop5

Server Staff
Apr 15, 2018
129
60
It's been a while since you posted this and I'm not sure if you're even still active, but I've put this into my map as the 5th point and when its capped, it goes back down. Could you explain how to fix this?
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
Could you explain how to fix this?

Sure!

The prefab, by default, stops the elevator when the point is capped. You should look to see if the elevator entity is receiving the Stop command from the path_track A_CapArea_Lift_top. This command should normally be fired when the elevator reaches the top of its path.
 

youporkchop5

Server Staff
Apr 15, 2018
129
60
well, from what i looked at, it seems that the output is there, but not firing. maybe its because of the delay?
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
well, from what i looked at, it seems that the output is there, but not firing. maybe its because of the delay?

It might be, it might not be. TBH, I'm not sure why that delay is there: PyroDevil handled the logic for this prefab, I just extracted that logic from the map.

Worst comes to worst, re-add the prefab to your map and see if the issue persists. And if/when you find a solution, post that solution here.