Making an elevator?

Discussion in 'Mapping Questions & Discussion' started by Stickeyjam, Jan 22, 2012.

  1. Stickeyjam

    Stickeyjam L2: Junior Member

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    Anyway to make a smooth elevator that won't trap/kill players as it moves up and down?
     
  2. English Mobster

    English Mobster L6: Sharp Member

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    Just make a team_train_watcher watch it, and it SHOULD work at least semi-smoothly. But you'll still want a trigger_hurt underneath, just in case someone does get stuck under it.
     
  3. Stickeyjam

    Stickeyjam L2: Junior Member

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    Is there another method that won't make TF2 consider it a PL map? The elevator will be just for players to transport them between 2 levels.
     
  4. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    func_door with a lip size of whatever distance you need it to travel will work in that case.
     
  5. English Mobster

    English Mobster L6: Sharp Member

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    Not always. Players still may get stuck; I've tried that in the past.
    Just in your tf_gamerules entity, change the HUD type to the HUD for whichever gamemode you're making the map for. It's that simple.
     
  6. Stickeyjam

    Stickeyjam L2: Junior Member

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    So what type of block should the elevator be, a func_tanktrain? If so how do I get it to move if a player were to press a button?
     
  7. tyler

    aa tyler snail prince, master of a ruined tower

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  8. English Mobster

    English Mobster L6: Sharp Member

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    Yes, a func_tracktrain. Give it some path_tracks to run on, firstly. Then you'll want to have an Output from the button that has OnPress (or whatever the equivalent is; it should be fairly obvious and if you want a further explanation of each output, the Valve Developer Wiki or pressing the "Help" button in the entity window will walk you through what each output means, most of the time) | *Elevator Name Here* | SetSpeedDirAccel | 1 | 1.

    In general, though, buttons and elevators are a bad gameplay mechanic in TF2. If you MUST have a non-Payload elevator, it's best to have a trigger_multiple parented to the elevator, so when the player steps on the elevator will automatically go up. You can handle going down either automatically when the player steps out or have it only go down when the next player hops in.
    The former is simplest.
    Output:
    Code:
    OnEndTouchAll | *Elevator Name* | SetSpeedDirAccel | -1 | 1
    The latter is more difficult. You'll need 2 trigger_multiples, one for going up and one for going down.
    Up output:
    Code:
    OnStartTouchAll | *Elevator Name* | SetSpeedDirAccel | 1 |1
    OnEndTouchAll |*Other Trigger Name* | Enable| <none> | 0
    OnEndTouchAll | !self | Disable |<none> | 0.10
    The other trigger would be set up with the same outputs, only with -1 for the parameter in SetSpeedDirAccel. Make sure the trigger for going down has "Start Disabled" set to "Yes."
     
  9. Dragonic

    Dragonic L1: Registered

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  10. Stickeyjam

    Stickeyjam L2: Junior Member

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    Cheers for the help. It's honestly not a complicated lift, it will simply be a moving platform that will go up and down. I'll probably use a button still, the map is more of a fun map than anything else.
     
  11. tyler

    aa tyler snail prince, master of a ruined tower

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    Buttons don't work in TF2 unless you do a console command, assuming you have admin on the server, or by use of mods. I would use some other kind of mechanism, even in a fun map.
     
    Last edited by a moderator: Jan 23, 2012
  12. Wander

    Wander L3: Member

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    func_button has a "Damage Activates" flag, so you could let people shoot it or hit it with melee to activate the button
     
  13. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    go here

    http://forums.tf2maps.net/downloads.php?do=file&id=763

    I have a working elevator in the vmf

    There's a trigger activate it and I think I have a shootable button one too.

    There's also another thing you could do

    Make a brush - a thin one - make sure it levels of at the spot where it should be level - texture it
    Make another brush - nodraw - if you want it clear or another texture if you don't - make sure they are flush (touching) select both and then tie to func_door - and select movment up or down depending which way you want the door to move.

    and you're done.

    If you can wait a day or two I can make a vmf up with 4 different styles in it.
     
  14. Vengeance

    Vengeance L1: Registered

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  15. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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