Elevators and the new pl system

Discussion in 'Mapping Questions & Discussion' started by henke37, Sep 23, 2011.

  1. henke37

    aa henke37

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    *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.
     
  2. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    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.
     
  3. henke37

    aa henke37

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    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.