the n-level elevator

Half-Life HL
the n-level elevator by MrGermanium
Posted 1 year ago2023-02-03 01:02:42 UTC • Examples • Half-Life
Loading...
Screenshot Thumbnail
Screenshot Thumbnail
Screenshot Thumbnail
Screenshot Thumbnail
Screenshot Thumbnail
Screenshot Thumbnail
Name
the n-level elevator
By
MrGermanium MrGermanium
Type
Map
Engine
Goldsource
Game
Half-Life
Category
Examples
Included
BSP, RMF/VMF
Created
1 year ago2023-02-03 01:02:42 UTC
Updated
1 year ago2023-02-17 08:13:19 UTC
Views
927
Downloads
255
Comments
1
Rating
5.00 (1)

Example map for an n-level elevator with moving glass doors

in this example, the elevator has four levels, but can be extended to unlimited levels.

The elevator is build as func_train as well as the doors.
It travels to the desired stations path_corner, which are set as the trains next pathcorner via changetargets. The trick here is, the path_corners are not linked as you would normally do. Instead the func_trains next target is set to the desired path_corner by a changetarget.
The evelevators inner doors travel with the cabin on seperate path_corners. On arrival on the desired station, the doors next pathcorner are changed to the opening positions path corners. Each level has a call button, which target is relinked to two multimanagers depending on the cabin is already in position or not.
When the cabin reaches the desired path_corner the fire on pass will trigger a multimanager, to relink and open the doors.
The inner doors consist of two different func_train brush entities, since the glass needs render mode set to texture.
The elevators outer doors are simple func_door and triggered by multimanager on arrival of the cabin or by pressing the call button.
The visible buttons are no buttons, they are func_wall to indicate the elevator is active or not. The real buttons are invisible brush func_button, covered by aaatrigger texture in front of them. The elevator sign is a func_wall and starts its animation when the elevator is moving.
Finally, not to screw up the sequence by pressing multiple buttons while the cabin is moving, the buttons are locked by a multisource as master as long the elevator as well as his doors is active.

It can be used in multiplayer games as well, since all actions can be initiated regardless of the last stop position.

Update: now with control room

1 Comment

Commented 1 year ago2023-02-17 01:45:15 UTC Comment #105103
Excellent example! I hope we'll see more fully-functional elevators in maps from now on. Soon we'll have Elevator Action remade in Goldsrc! Seriously though, this is very neat.

Also, this reminds me of an essay I've watched recently about the many ways elevators are used in video games, it's a good watch.

You must log in to post a comment. You can login or register a new account.