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Is there a way to accomplish this?

Discussion in 'Mapping Questions & Discussion' started by Flying Chicken, Jan 4, 2010.

  1. Flying Chicken

    Flying Chicken L69: Deviant Member

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    Well, I've wanted to accomplish the following for some time:


    ---- <--- platform
    ----

    It there a way to make this platform move back and forth

    ----
    ----
    <---
    then
    --->

    When the player steps on it?
     
  2. Pseudo

    Pseudo L6: Sharp Member

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    There are several ways, could use a func_door or a func_movelinear or a func_tracktrain. movelinear would probably be easiest for this. You would use a trigger_multiple to detect when a player is standing on it.
     
  3. Flying Chicken

    Flying Chicken L69: Deviant Member

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    How would I set the trigger_multiple up?

    And how do I get it so it moves in a sideways fashion?

    It only let's me choose up or down.
     
  4. Pseudo

    Pseudo L6: Sharp Member

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    Your trigger_multiple's output would be OnStartTouchAll, the target would be whatever you named the movelinear, the input would be Open. You probably want to parent the trigger to the movelinear.

    For the "move direction" keyvalue you should be able to change the numbers for x, y, and z.
     
  5. Zee

    Zee L1: Registered

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    I have to warn you though, TF2 was not made with elevators in mind. The characters jump around while on a moving platform and if you are making a ctf map, the bag will float in the air. Some elevators won't even allow you to re-pick up the bag, making you wait until it re spawns. So if you can avoid this, go that way.

    Despite that warning, it's not all that bad if the elevator moves fast. I suggest you use a func door with a lip for the elevator so it moves up (to make it go sideways, change the move direction), but disable use on touch. Then use a trigger with a logic timer so the elevator goes up after a few seconds. This will allow more people to use it at the same time.

    If you don't want to tackle triggers, just leave it on touch. This will make it so the elevator moves on contact.
     
  6. Numerous

    Numerous L4: Comfortable Member

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    Not just that, it was never made for props either, kinda ironic seeing as how that's what the source engine was made for. Then again, it's more annoying than ironic when some idiot engineer traps me in a prop he's using as a blockade, and then EVERY SINGLE HEAVY comes along to pow taunt me and every scout tries to bat me, and I have to kill/move them all if I don't want to die.
    F**king engis.
     
  7. Undies

    Undies L1: Registered

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    Lots of the mess of setting up a func_door as an elevator (lips, on touch flags, various other parameters), or escalator as the case may be, can be avoided by using a func_movelinear as Psuedo suggested. And it sounds like you are using a logic_timer rather than a built in delay from the trigger_multiple?

    I believe the question I have for your horizontally moving platform is whether or not you are looking for it to be automated or only move when a player comes in contact with it. For the latter, use Psuedo's advice, otherwise take out the trigger_multiple and add an output on a logic_auto to trigger the platform: OnMapSpawn - Platform - Open. The platform should then have triggers: OnFullyClosed - Platform - Open, and OnFullyOpen - Platform - Close. Thereby causing an infinite loop.