Forum posts

Posted 17 years ago2006-10-24 05:36:08 UTC
in Complex elevator troubles Post #200648
Ok, I've fixed it. The 'atbottommm' must have been causing a conflict or something, because once I deleted it, reset ele_p2 to fire eg_lower1 and set the inner doors to trigger the outer doors, it worked. Then I had to mess around with some timing to get the doors to line up with the elevator. But it's all fixed now.
Posted 17 years ago2006-10-23 13:33:29 UTC
in Complex elevator troubles Post #200551
And now I've broken it again. >.< When only the doors were sailing down, they were fine, they quickly moved into the open positions, in the correct place for their path_corners. Now, when the lift moves down correctly, the doors open a little bit then jam. The outer doors work just fine, though. But what I don't understand is, how can the deletion of a fire on pass and the creation of a multimanager prevent the doors from opening fully?

List of things I did that must have changed them somehow:
Removed a Fire on Pass from Door 2 (that fired the elevator at the top)
Created a multimanager named 'atbottommm'
Set that multimanager to target 'ldoormm' (fires the outer doors)
And 'eg_lower1' (enables lower level's button)
Set ele_p2 path_corner to fire 'atbottommm' on Pass

I just hope that it isn't something really obvious this time.

edit: and, I just noticed now that I've added ldoormm back to the mm_lower1, as soon as I press the button to go back up again, the outer doors close, and the inner doors finish going to their path_corners.

another edit: ah. I've just discovered more or less how to get the doors back in their proper position. But then it breaks.

Button 1: Upper level. Closes outer doors, inner doors and all descend. Upon reaching lower level, outer doors open, inner doors open and jam.
Button 2: Lower level. Closes outer doors, inner doors fully open, elevator ascends.
Button 3: Upper level. Opens outer doors and closes inner doors on the lower level, triggering them to rise up to the top level.
All buttons now fail to work.
Posted 17 years ago2006-10-23 13:13:53 UTC
in Complex elevator troubles Post #200549
The doors work fine, so there's nothing wrong with them. The elevator body path_corners are named ele_p1 and ele_p2, and their targets set to each other, so that's not causing the problem. The buttons are fine too. Hmmm... hold on... could it be... deletes a fire on pass and tries again

OH! I had both of the moving doors set to fire the elevator's multimanager, so when they closed they fired the elevator at the same time, causing it to stick or something. Now I've gotta find out why the bottom doors won't open. I think perhaps another multimanager is in order... kicks self
Posted 17 years ago2006-10-23 11:17:43 UTC
in HEADCRABS! (Sorry: Might be old) Post #200542
It probably would have been a better experience for me if I didn't have to move my mouse about rapidly to keep the animation in time with the sound... but apart from that... :lol:
Posted 17 years ago2006-10-23 10:48:35 UTC
in Complex elevator troubles Post #200535
Back again, this time with an elevator related problem. I followed the instructions in the tutorial 'Elevators with moving doors' but adding a separate multimanager for the lower doors, because I was including some func_doors on the outside of the actual elevator that would fire about a tenth of a second before the inner doors, making it like an RL elevator. Only trouble is, I press the button, moment's wait, outer doors close, inner doors close, elevator sounds start, doors take off down the shaft, leaving the lift behind it, and after a bit one of the outer doors opens again. The elevator in the meantime doesn't appear to be moving at all.

I've traced the outer door opening to a missing flag, but I haven't got a clue as to why the elevator itself doesn't move. I've checked its path_corners, no mistakes there, the speeds for it and the doors are the same, and there obviously aren't any errors in the doors, but as to why the elevator body doesn't work, I have no clue. I'm stumped. Anyone got any ideas?

EDIT: And, I've just noticed, the outer doors at the bottom don't open either, but I'm presuming that's because they fire when the elevator body reaches the lower path_corner.
Posted 17 years ago2006-10-23 02:06:45 UTC
in Func_door vanishes Post #200484
Whoops... ignore groups was on. >.< No wonder they weren't going anywhere, it was selecting the door and not its grouped entity. whacks self on forehead Now I have to go through and delete all of the door entities and start over so I don't have any duplicates.

By the way, would this work for an elevator?

Upper elevator button -> upper multimanager -> doors -> elev -> fires lower multimanager upon reaching lower path_corner -> doors open?
Posted 17 years ago2006-10-22 15:59:39 UTC
in Func_door vanishes Post #200419
First time to this forum, picked up a range of mapping skills from the tuts, but now I seem to be having a problem. (Not the first, but the others I've managed to solve on my own or with another forum post.) I've got a circular elevator, got the path_corners set up, set them to trigger multimanagers to open the doors. But for some reason the func_door entities keep vanishing, and the entity report shows them being in the middle of the map. Does anyone know what's going on?

*quick edit*: Ok, they seem to be working in-map. But why am I unable to change/check the properties of the func_door?