Elevator breaking something Created 17 years ago2007-07-04 11:59:11 UTC by StoneFrog StoneFrog

Created 17 years ago2007-07-04 11:59:11 UTC by StoneFrog StoneFrog

Posted 17 years ago2007-07-04 11:59:11 UTC Post #227348
In my map, I have an elevator that takes you upwards. There are several metal rods (standard wreckage from destroyed buildings) jutting from the walls. You need to move around on the elevator to avoid being crushed between the rods and the elevator.

I want to have it so when the elevator platform comes into contact with the rod, it breaks. I've tried both the touch and pressure flags, but the rod just clips through the elevator, unharmed. Can anybody help me out? Do I need to trigger it somehow?
Posted 17 years ago2007-07-04 12:29:11 UTC Post #227355
The true effect your after can only really be achieved in Source, in HL you're gonna have to fake it.

The easiest way to do it would be to make the rods func_breakables and then trigger them to break as the lift is about to touch them - this will require a lot of setting up and timing though...

...Otherwise, you could make the rods rotating doors, so that they bent when hit by the lift, although I doubt it would look very good.
Posted 17 years ago2007-07-04 13:38:18 UTC Post #227359
Yeah, put a trigger that's about player-height above the rod, so when the player's head touches the trigger, the elevator will touch the rod.
Posted 17 years ago2007-07-04 15:58:14 UTC Post #227365
Yeah, but what if the player jumps and touches the trigger BEFORE the elevator actually reaches it?

I would just place multiple path_corners, each one targetting a rod with the fire on pass property as soon as the elevator touches the rods.

Its rather easy to achieve actually, because i've done quite something similar before.
Posted 17 years ago2007-07-04 15:59:30 UTC Post #227366
I guess you could do it that way, you know, if you want to be uncool.
Posted 17 years ago2007-07-04 16:10:18 UTC Post #227367
Still, i think you get the best results with my method.
Posted 17 years ago2007-07-04 17:45:04 UTC Post #227374
Muzz is right. With path corners you can make the timing far more accurate.

I also like alex's idea with the rotating doors. By combining the two and getting the right sounds i reckon it would look impressive.
monster_urby monster_urbyGoldsourcerer
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