Cuz BJ said so.. Need help with Elevator Created 18 years ago2006-04-24 10:18:34 UTC by esmajor esmajor

Created 18 years ago2006-04-24 10:18:34 UTC by esmajor esmajor

Posted 18 years ago2006-04-24 10:18:34 UTC Post #176395
In Source, how do I make an elevator? What entity am I tying the brush(es) to?
Posted 18 years ago2006-04-24 10:22:51 UTC Post #176397
I think its the same as HL1. func_train/track
train.
Posted 18 years ago2006-04-24 10:32:40 UTC Post #176398
I don't see that.....

There's func_tracktrain and func_tanktrain shrugs
Posted 18 years ago2006-04-24 10:42:18 UTC Post #176400
Try the Valve Wikipedia...I have trouble with it too like for example my train moved but stopped halfway and went backwards...Weird.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-04-24 10:50:01 UTC Post #176403
Even triggering is becoming an issue.
Posted 18 years ago2006-04-24 10:55:51 UTC Post #176404
I would decompile a HL2 SP map with an elevator. See what they did, and emulate it :)
Posted 18 years ago2006-04-24 11:34:24 UTC Post #176414
Xyos... bsp2map ?
I'm familiar with HL1 decompiling, but HL2 is unknown to me.

EDIT:

It appears that the HL2 maps are not in BSP format... but .cache and .manifest files are there.
Posted 18 years ago2006-04-24 12:25:19 UTC Post #176430
Posted 18 years ago2006-04-24 12:27:59 UTC Post #176432
Make two path_track entities for start and end positions. Name them (for example) pt1 and pt2. Next stop for pt1 is pt2 and for pt2, next stop is pt1. Same as HL1.

Make a brush, tie it to func_tracktrain with first stop of (for example) pt1, and name it (for example) elev1. You may want to set flags like "No controls" and "No x-rot."

For each of the path_tracks, add an output "OnPass" with target of elev1 to "Stop"

Create a button with an output "OnPressed", target elev1 to "Start Forward", flags = Don't Move and Use Activates.

Pressing the button should start the train (elevator) at pt1. It will stop at pt2. Press it again and it will move to pt1 and stop.

You'll have to mess with the Orientation selections in the path_tracks. No change is probably what you want.
Posted 18 years ago2006-04-24 12:46:11 UTC Post #176435
They are in bsp format. The only way to obtain them is to use GCF scape. I probably should of said that earlier. Use GCF scape to extract the bsp file, use vmex2 to decompile it.

BOth vmex and GCF scape you will find if you Google them.

vmex source decompiler

GCF scape

Try those in google.

EDIT: Looks like BJ's idea could work. If not, try decompiling and taking a lookey loo.
Posted 18 years ago2006-04-24 21:15:19 UTC Post #176576
AlexB

I'm going to be as polite as I possibly can to you....

http://lose.the.tude

ok?

BJ thanks for the help... although the "elevator" is moving as if it's one of thise trains... using W & S as the "speed and direction" controls... it doesnt stop at the top path_track... it hits it and then autmoatically reverses

Also the button stays put on the bottom floor.
Posted 18 years ago2006-04-25 08:38:00 UTC Post #176630
Can you parent the button to the elevator to get it to move? I haven't tried that.

Check that you added an output to all the path_tracks: OnPass, elev1, Stop.

Sounds like that may be the problem.
Posted 18 years ago2006-04-25 17:35:28 UTC Post #176707
I got it to work :D SWEET!
Posted 18 years ago2006-04-25 17:56:03 UTC Post #176711
Excellent, esmajor.

BTW - parenting the func_button to the elevator works fine.
;)
Posted 18 years ago2006-04-27 16:29:24 UTC Post #177047
Yeahy I learned about parenting when I made the example map "Walking Cameras"

Just failed to remember I could do the same thing with ANYTHING that moves :)
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