Changing levels while on elevators Created 17 years ago2007-02-18 10:26:09 UTC by trooperdx3117 trooperdx3117

Created 17 years ago2007-02-18 10:26:09 UTC by trooperdx3117 trooperdx3117

Posted 17 years ago2007-02-18 10:26:09 UTC Post #212887
In half life there are many points where while on elevators you change level and the elevator is still moving and I was wondering if anyone could tell me how to do this.
Posted 17 years ago2007-02-18 10:27:25 UTC Post #212889
AJ AJGlorious Overlord
Posted 17 years ago2007-02-18 11:44:02 UTC Post #212904
[Quote]They are all stationary[/Quote]
Not true. There are some level changes on elevators that do move such as the one that takes you up to the bit where you see an ospery for the 1st time and you also get shelled.

A stationary elevator is best for closed ones but for an elevator where the player can see out it does need to move.
I would do it by haveing the elevator move up/down say half way and stop (Have this as the end of it's path) and at the same time fire the change level. Then on the next map have another elevator start where the other stoped and go the rest of the way. (The 1st one doesn't have but not stoping is how you get stuff with the elevator appearing to "jump" or the player ending up embedded by one or 2 units in it.
Posted 17 years ago2007-02-18 14:44:56 UTC Post #212923
Thanks for the help
Posted 17 years ago2007-02-20 00:24:04 UTC Post #213097
Kinda late to reply, but I'd actually put the trigger_changelevel somewhere on the way up (for the moving one), so the player actually has to hit it to trigger it. This way, if the elevator goes up without the player in it, the level won't change on its own.
Posted 17 years ago2007-02-20 04:19:48 UTC Post #213112
Yes but if the player jumps the elevtor will jump a little way up in the next level. Best would be my way but useing the master setting s it only triggers when the players there.
Posted 17 years ago2007-02-20 04:34:38 UTC Post #213113
I'm pretty sure the elevator wouldn't "jump" (it's mostly dependent on what's in the current map, not the previous one), but I admit it might be a little tricky getting everything to line up correctly. Your way is probably more secure.
Posted 17 years ago2007-02-20 05:06:08 UTC Post #213115
no it won't jump (unlikely) but every time ive tried it myself it's ended one uniit out or something so the player gets stuck :(
Posted 17 years ago2007-02-23 15:19:51 UTC Post #213483
I put the trigger_changelevel at the end of the elevator path and when the new level loaded used an ambient_generic to make the stop sound
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