Spirit and Elevators Created 16 years ago2008-02-20 10:15:18 UTC by Kinrah Kinrah

Created 16 years ago2008-02-20 10:15:18 UTC by Kinrah Kinrah

Posted 16 years ago2008-02-20 10:15:18 UTC Post #246018
Ok, let's try this again. :

In a map I'm making, I have an elevator that is yet unrunning. I don't want to gun this and hope it works, because the current compile took nearly two hours, and I don't want to waste that just because I've done something stupid.

The elevator is to have doors that move with it. This wouldn't normally be a problem, I would read the tutorial here, but I'm using Spirit, and that tutorial doesn't cover the movewith function of Spirit.

What my method uses is a series of multi_managers and trigger_changetargets.

Say the elevator is on the upper level, and somebody presses the call button on the lower level. The call button (lowerbutton) activates the second upper multi_manager (eleuppermm2, the other for arriving at the upper level).

This multi_manager then triggers five things.

At 0.01 seconds, it triggers the trigger_changetarget 'lowerbuttondummy'. This changes the lower call button's target to a door in an unreachable part of the map, in a way disabling it.

Also at 0.01 seconds, it triggers the trigger_changetarget 'elebuttondummy'. This changes the button inside the elevator (set to movewith the elevator) to a second dummy door.

At 0.1 seconds, it triggers the outer pair of doors.

At 0.2 seconds, it triggers eledoormain and eledoorother, the inner doors, the former of which is set to fire the elevator on close.

Upon reaching the lower path_corner, the first lower multi_manager is fired. This undummies the button inside the elevator and the upper call button, leaving the lower call button dummied until the elevator returns to the upper level.

The question is, would this method work?

CTRL-C
Posted 16 years ago2008-02-20 11:10:20 UTC Post #246022
Open this map (if you have it) using Hammer, it has an elevator with doors:
Steamsteamapps<your account name here>Half-Lifespirit15a4rmfsSpiritDemo.rmf

If you want to test something, without having to recompile everything, make a new map, and test things there, and when it works, copy and paste it into your real map. If you want to move something without fucking up the textures, use texture lock (the "tl" button, Shift+L or Tool>Texture lock).

Tell me if you don't have that file, so I can upload it somewhere.
Oskar Potatis Oskar Potatis🦔
Posted 16 years ago2008-02-20 12:33:13 UTC Post #246030
No, I don't have it. All I have in my Spirit RMF folder are tests for particles, shiny water and UT Sky.

And I hadn't thought about adding the parts into a smaller map. Gonna have to try that at some point.
Posted 16 years ago2008-02-20 14:47:33 UTC Post #246035
If you want to test something, without having to recompile everything, make a new map, and test things there, and when it works, copy and paste it into your real map. If you want to move something without fucking up the textures, use texture lock (the "tl" button, Shift+L or Tool>Texture lock).
...Or just set the compile boundary :)
Posted 16 years ago2008-02-20 17:09:57 UTC Post #246042
Ok, I copied the stuff into a separate map. My method does work! (I did have a bit of a panic at one point but then realized I'd done something stupid, fixed it, and it worked.)

Unfortunately, I can't see it working with the rest of the actual map around it because I simply don't have time for the compile right now, but I probably will tomorrow.

...

Heck with that. starts the compile

EDIT: And of course when the compile finished I find out something's gone wrong. :/
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