Being inspired by Richman sure is fun

Posted 2 weeks ago2018-08-05 10:31:28 UTC
torekk torekkProcrastinator of the Year
Specially when it comes to his elevator in blood1:
User posted image
He basically uses 4 doors for the elevator on each side, and then another pair of 4 doors on the outside so that's why all the path_corners.

And then at the bottom we have this trigger_relay magic happening:
User posted image

When I first played the map, I wondered why I hit the max_edict error but seeing that... yeah.

But the result is quite awesome, as you can see here in this video at around 0:15:
What I didn't show in the video: The outer buttons, to call the elevator, even match the state of the elevator. E.g. if you press them, they switch to the active texture as long as the elevator is moving. This is actually quite interesting, because the buttons you see ingame are just func_walls and the real button is hidden inside the wall brush behind the fake button. I wonder why he didn't just put a 1 unit thick non solid brush over the fake button, that would work as well, wouldn't it? I didn't even know you could activate buttons that are "stuck" inside a wall.
User posted image
Thanks god I'm currently just trying a simple elevator with 2 doors, still gonna be a pain to get working I guess. But I found this tutorial which is helpful:

Edit: Wow that tutorial really is helpful, I guess Richman didn't knew about env_global. :D


Commented 2 weeks ago2018-08-05 13:06:33 UTC Comment #101412
Wow like Richman's factory ^^ Nice but you're murderer because you wanna to kill innocent scientists. :/
Commented 2 weeks ago2018-08-05 16:02:05 UTC Comment #101413
No scientists were hurt in the recording of the video, because Richman never finished that part, and it's also bugged in the way that the scientist gets stuck on the wall everytime.
Commented 2 weeks ago2018-08-05 20:30:00 UTC Comment #101414
Oh.... I never see other mod made by Richman, my god he is great mapper from Switzerland :/. Caution you will get ear pains because Richman can use alp tone. - But where is Richman now? I need go to alp tone and shout loud with alp tone. …
Alp tones from SwitzerlandAlp tones from Switzerland
Yes you are right because Half-Life is very buggy :/ because Valve Software doesn't care …. :(

You remember Sven Coop 5.x is also buggy because zombies look like disabled crazy heads and they move mentally retarded. :o
Commented 2 weeks ago2018-08-05 20:43:41 UTC Comment #101415
So I followed the tutorial and apparently it's not working. Great, now how am I supposed to debug this? I can't find any mistake in naming the entities and using "developer 1" and "cl_showevents 1" does nothing, I can press the button but nothing happens.

Edit: It was "impulse 104" and apparently I forgot to set the next target for the upper path_corners... and a typo for the door multi_manager.

This was somehow easier to fix than I suspected, thankfully.
Commented 2 weeks ago2018-08-05 22:07:35 UTC Comment #101417
Ok so I got the elevator moving, but once it reaches the bottom path_corner and I want to ride it back up, it starts bugging out, because only the doors are moving upwards? Really strange.
Commented 2 weeks ago2018-08-05 23:32:55 UTC Comment #101418
Good news, the elevator works as it should.
Commented 1 week ago2018-08-07 09:08:08 UTC Comment #101420
And I think I kind of understand Richmans elevator now and why he used trigger_relays instead of env_global, my elevator is depending on timing, and so the doors bug out once the player moves while pressing the button(or atleast I think that's why). His however only turns the elevator itself on once all the doors are fully closed, and for that he's using a lot of trigger_relays and a multisource. I don't quite understand yet why all this, but propably so you can't interrupt the elevator by pressing the outer button.

But it sure did help me with my elevator bugging out, going to see if I can replicate his method of activating the elevator.

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