Elevators in HL2 Created 19 years ago2005-02-09 09:47:49 UTC by LittleTortilla LittleTortilla

Created 19 years ago2005-02-09 09:47:49 UTC by LittleTortilla LittleTortilla

Posted 19 years ago2005-02-09 09:47:49 UTC Post #89230
Im adding an elevator with opening doors into a hl2 dm level and I have a few questions. The way im setting it up is I have 2 levels, an elevator shaft with doors on the exits and an elevator that I have made from scratch. When you want to use the elevator, you press the switch on the wall next to it and I want it to
1. move the elevator to the level that your on if it isnt already there,
2. open the doors on the elevator shaft
3. wait about 5 seconds and close doors
4. move the elevator to the next stop.
5. open doors on the next point when elevator arrives.
6. wait about 5 seconds and close the doors.

For my elevator and elevator doors that I made, what kinda entity should I assign it to, func_brush? I read the tutorial here on elevators but its for hl1 and I dont see a func_train in there anymore. I did see func_tracktrain but I dont think that will work. And another thing, for the switch I wanted to use the combine_button model. Can I just make it a prop_static and doodle in the inputs/outputs to make it work or what? Can someone shed some light on this.
Posted 19 years ago2005-02-09 11:52:55 UTC Post #89246
Well, hehe slight change of plans. Instead of that switches on the outside controlling the doors and the elevator (which is dumb), I want the switch on the walls outside controlling the doors and put a switch inside the elevator (that is actually a part of that elevator, moves with it) to control the elevator moving between floors, and obviously opening the doors when they arrive at the destination. I guess the main thing I want to know is which entities I need to use for the buttons, elevator, and elevator path points. I can stumple through the inputs and outputs on my own hehehe.
Posted 19 years ago2005-02-09 12:35:36 UTC Post #89252
http://www.hl2world.com/wiki/index.php/Elevator
And for controls piss about with the i/o system.
Posted 19 years ago2005-02-10 20:19:47 UTC Post #89563
Yeah I got it now, I had to insert a crap load of logic branch and compare entities following the example map some dude did for that tutor. that was really hard to follow the flow of logic, my ears are bleeding hehe.
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