Advanced Elevator Created 12 years ago2012-02-23 19:41:39 UTC by zeeba-G zeeba-G

Created 12 years ago2012-02-23 19:41:39 UTC by zeeba-G zeeba-G

Posted 12 years ago2012-02-23 19:43:44 UTC Post #303653
Could it be possible to make an elevator that goes to the floor of the button you press? Rather than only going in an order established by path_corners. If so, I have a building that the elevator starts on floor two of four and it would be nice to have it for this. Any takers?

I have a feeling Potatis, Rimrook, Captain or GrimReafer might be able to help. Sorry if I didn't name you and you can! :lol:
Posted 12 years ago2012-02-23 20:06:51 UTC Post #303654
I remember seeing a tutorial on this years ago, but unfortunately I don't remember the site, or anything about how it works. At least it shows it's possible.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 12 years ago2012-02-23 20:25:30 UTC Post #303655
I have a small idea.

Make the buttons part of the elevator, then make clip blocks, give them func_button, where the buttons textures will stop when the elevator stops.
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2012-02-23 21:16:49 UTC Post #303659
Could it be done with level changes?
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 12 years ago2012-02-23 21:26:39 UTC Post #303660
What Dimbark said, except using NULL + appropriate trackchangers for your path_tracks that would control where you're taken based on the current floor.

You can't have a completely clip-textured brush entity afaik.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-02-23 22:20:00 UTC Post #303663
Ok i'll experiment with this. Glad it has been proven possible. Think what fun it would be in a cs map. Probably would get buggy with extra players slamming buttons though.
Posted 12 years ago2012-02-23 22:51:40 UTC Post #303664
Buttons targeting multimanagers targeting trigger_changetargets and the elevator?
Jessie JessieTrans Rights <3
Posted 12 years ago2012-02-23 23:21:08 UTC Post #303666
yeah trigger changetargets
wash hands
play level
each level has its own path_corner named say, floor_#
each button targets a MM that does the trigger changetarget for the elevator, linking it to the floor, then after a delay, activates the elevator
Tetsu0 Tetsu0Positive Chaos
Posted 12 years ago2012-02-24 00:04:38 UTC Post #303667
What the fu**. This worked the first try! Thanks guys! :biggrin: I'll post an example map eventually. Surprised there wasn't one done for it already, it's so useful.

So, when one button is pressed, is there any way to prevent other buttons from being pressed for a certain time. Otherwise it stalls the elevator. Ooo, let me take a poke at trigger_relays.
Posted 12 years ago2012-02-24 00:12:15 UTC Post #303668
Use a multisource or changetarget to disable them temporarily.

Glad to hear it worked. ^^
Daubster DaubsterVault Dweller
Posted 12 years ago2012-02-24 00:19:05 UTC Post #303669
Hahaha, so it triggers one changetarget, and then the elevator and then immediately after another change target. Ha this should work!
Posted 12 years ago2012-02-24 00:26:09 UTC Post #303670
Unfortunately this is hard to implement for a large number of stops, because buttons feel activated when you 'E' NEAR them, not necessarily ON them. If they're too small, you might hit a random nearby button instead of the one you wanted.
Posted 12 years ago2012-02-24 00:56:02 UTC Post #303672
^^^^^
yep.
4 floors shouldn't be too bad.
and you could change_target the other buttons to like a buzz sound when its in motion.
so you have an audible "stop doing that"
Tetsu0 Tetsu0Positive Chaos
Posted 12 years ago2012-02-24 00:59:19 UTC Post #303673
Yes, in the multimanager that triggers a changetarget for the track, it could also trigger changetargets that nullify the targets of the other buttons, so the elevator won't get screwed with. Just need to change them back when it's done moving.

EDIT: Doesn't this just make everyone feel like making this elevator? Lol.
Jessie JessieTrans Rights <3
Posted 12 years ago2012-02-24 01:13:07 UTC Post #303674
I made the mm also trigger a changetarget that triggers the buttons to trigger nothing and then 5 seconds later "Long enough to cover the longest distance" a change target that makes the buttons trigger the elevator again but it did'nt seem to do anything. You can still press other buttons right after.

Yes making it was fun and felt like a huge accomplishment. It's a very helpul function for gameplay.
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