Help with "elevators" Created 17 years ago2007-09-19 11:14:14 UTC by Noobish UMP45 Noobish UMP45

Created 17 years ago2007-09-19 11:14:14 UTC by Noobish UMP45 Noobish UMP45

Posted 17 years ago2007-09-19 11:14:14 UTC Post #234522
Okay... I know there are tons of tutorials and posts on this, but I have a problem I'm not sure how to fix:

-- I have an elevator elev (func_train) that goes between 2 floors with (path_corners) pc_elev_top and pc_elev_btm.

-- I have a button on the inside btn_in_top when pressed, moves the elevator to the bottom floor, and vice-versa for the bottom: btn_in_btm

-- Doors are currently opened by the player when touched and do not move with the elevator... but that can easily be changed.

-- I have 2 buttons on the outside (top and bottom) when pressed calls the elevator to that floor: btn_out_top and btn_out_btm
-- If the elevator is AT that floor, the elevator does not move.
-- The outside buttons are managed with trigger_changetargets and multi_managers.

Okay... all of the above works perfectly, but there's an issue of timming and the elevator stopping.
IF a player presses the outside button when the elevator is moving, the elevator will stop, and the players inside can't do anything, because the buttons are nowhere near to activate.
Also... the elevator stops moving, but still has the moving sound.

Does anyone know how to resolve these issues?
IF the outside button is pressed, the elevator will KEEP on moving until it reaches it's destination...

I am doing this for Counter Strike 1.6

-- Thanks
Posted 17 years ago2007-09-20 15:00:00 UTC Post #234626
lol - I had the same problem - can't remember how I fixed it - but when I "fixed" it elevator would work hit and miss from round to round - sometimes yes sometimes no.
Posted 17 years ago2007-09-20 15:02:55 UTC Post #234627
Set the delay before reset button for the time it takes for the elevator to continue moving.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-09-20 16:53:05 UTC Post #234640
Well, i got it working fairly smoothly without much problems.
Just as long as IF the elevator starts moving (press inside button) and no one presses the outside button, no major issues... it'll just stop, until someone from the outside presses it again.

I hope this error won't come up too often... because I can't add that many more entites to my map, or the map will not load...

Yeah, don't ask me why my map has this issue.
It might be because I have to many entity type objects so close together (bomb sites, elevators, breakables, glass windows, etc)

The elevator was the last thing I could add before my map broke... so I'm gona have to live with this system.

I can show you guys the screen shots here later today...
Posted 17 years ago2007-09-20 23:04:45 UTC Post #234681
It might be a problem with the:
HL in-game temporary entity engine limit (Used for breakables, sparks, gibs, ect.) == 500

I have 2 bomb sites, and there's a fair amount of breakable items when the bomb goes boom at both sites.

Also, I have an external glass-commercial building, which totals to about 80 texture sides total.
Along with some trees, bushes, etc.
So yeah, that total might be getting close to 500.

I'm glas the Lights and Sounds are in a different category...

Anyways... my map compile time right now is getting close to 25-minutes, and I run on an AMD64 3200+ overclocked with 1.5GB or RAM!
Yet my BSP file is less than 3.0MB in size? O_o

-- Thanks for the info espen!
Posted 17 years ago2007-09-21 06:29:39 UTC Post #234689
25 mins isn't too long, but sounds like you need some optimising
Archie ArchieGoodbye Moonmen
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