about cs:source elevator Created 19 years ago2005-02-09 18:54:33 UTC by trepidation trepidation

Created 19 years ago2005-02-09 18:54:33 UTC by trepidation trepidation

Posted 19 years ago2005-02-09 18:54:33 UTC Post #89349
I've tried 6 different tutorials to make an elevator for cs:source....

http://www.hl2world.com/wiki/index.php/Elevator
http://www.migandi.org.uk/tutorials/half-life2-editing-hammer-tutorials.htm
http://www.twhl.co.za/tutorial.php?id=10
http://collective.valve-erc.com/index.php?doc=1047964377-43297800#part1
http://forums.filefront.com/archive/index.php?f-512.html
http://www.twhl.co.za/tutorial.php?id=42

I tried all of these tutorials and more, multiple times...and none of them work.
Anyone know how to make a simple working elevator with a button activation that works? the tutorials aren't very clear with their directions..???? ...trepidation
Posted 19 years ago2005-02-09 19:18:17 UTC Post #89355
First of all: This goes in the HL2 forums.

3 of those tutorials are for Half-life, so they obviously don't work, and 2 of them doesn't seem to contain any elevator tutorials - which leaves only one.

The hl2world one looks fairly simple and to-the-point... How do you mean 'they don't work'?
Posted 19 years ago2005-02-09 21:20:32 UTC Post #89375
oh...the hl2world....i followed the directions exactly. Well, I'm not sure about the placement of the the path_tracks....or the height above track in func_tracktrain. I got the elevator to move, but it was buried in the ground, and the button didn't work. I even tried activating the button by taking damage, but that didn't work. Am i supposed to cover the brush button with the func_button brush? i don't understand.
Posted 19 years ago2005-02-10 00:51:37 UTC Post #89397
Is the elevator a model? Because the button on a model does nothing but look good. You must put an invinsible texture that is parented to the buttonmodel and where you want it. And the invisible texture should be a Func_Button. If this sounds right but is confusing, then refer back to the tutorials, because I learned how to make a Half-Life 2 elevator at snarkpit (which is not currently working). And the elevator that they had should be the same in Conter Strike Source as it is in Half-Life 2.

*But I was smart enough to copy all of the tutorials that were usefull into Microsoft word so I could reference them later without going online. That is what everyone should do, you should copy a tutorial you found usefull onto your computer for later reference in case the website crashes or you can't find it.
Posted 19 years ago2005-02-10 00:53:39 UTC Post #89398
I would post the tutorial I had for the elevator here, but certain words needed to be certain colors to understand what they meant. Sorry.
Posted 19 years ago2005-02-10 00:56:15 UTC Post #89399
But here it is anyway (without the useful color coded stuff). It is meant for Half-Life 2, but it should work anyway. BTW, I copied it the way it was written on Snarkpit, but I could not post the picture here. Sorry for the tripple post. Here you go.

We're going to make an elevator with two props and have it close the door once you press the button inside and go to the next level. Once at the next level the door will open and wait for you press the button again.

First you want make a prop_dynamic with the models/props_lab/freightelevator.mdl model. Give it a Name of prop_elevator and make the Parent elevator (we will be getting to that in a moment). Now make another prop_dynamic with the model models/props_lab/elevatordoor.mdl. Give it the Name prop_door and Parent it to elevator. If you look at the front of the elevator model you will see a dark beam on both sides of the door and wouldn't you know it the elevatordoor.mdl fits right in there.

Now we come to the parent I was talking about. Get the NODRAW texture and make a brush the size of your elevator from the top. Here is the important part. Make sure the top of the brush is level with the floor in the elevator. If not, wherever the top of the brush is where the player will walk. So it?s better to have even with the elevator floor.



Now make the brush you just make a func_tracktrain (Ctrl+T) with the name elevator and change the Max Speed to 50 (the default of 100 is a little fast). Also change the Height above track to 0 and for First Stop Target put path_track_01. Go to the flags tab and check only No Pitch and No User Control.

To make it clear what we have done so far is get our elevator and door and tied them to the func_tracktrain. So wherever the func_tracktrain goes so will the elevator and the door. Now we just need to tell it where to go.

To do that you need 2 path_track entities. Name the first one path_track_01 and for the Next Stop Target put path_track_02. Go to the Outputs tab and add these 2 outputs.

My outputs named: OnPass
Target entities named: elevator
Via this input: Stop
With a parameter override of: <none>

My outputs named: OnPass
Target entities named: prop_door
Via this input: SetAnimation
With a parameter override of: open





Since we changed the Height above track to 0 for our func_tracktrain we can set the floor of the elevator right where we need to. In the x/y (top) view put the X in the middle of the path_track entities right where the X for the func_tracktrain is at. In the y/z (front) or the x/z (side) view put the X for the path_track even with the top of the floor you want it to start on.





Do the same as above for the other path_track but name it path_track_02 and set the Next Stop Target to path_track_01. Of course put this one above or below depending on what way you want it to go.

Now we need to trigger all this. To do that we get our NODRAW texture again and make a small brush that covers the button inside the elevator.



Make this brush a func_button (Ctrl+T), give it the Name of elevator_button and made the Parent elevator. Go to the Flags tab and check only Don't move and Use Activates. Now go the Outputs tab and add the following two outputs.

My outputs named: OnPressed
Target entities named: prop_door
Via this input: SetAnimation
With a parameter override of: close

My outputs named: OnPressed
Target entities named: elevator
Via this input: StartForward
With a parameter override of: <none>



And there you have it. The door will start open, you get inside and press the button, the door will close and the elevator will move. But theres one more thing. If you try it now you can just walk out the sides and back. To stop this get the Player Clip texture and made a brush for the sides and back. Select all of them and make it a func_brush (Ctrl+T). Make the Parent elevator and you're set.
Posted 19 years ago2005-02-10 01:22:42 UTC Post #89405
lucky4444....i tried that tutorial when it was on-line, and i couldn't get it to work....i think i tried 3 times from the beginning of the tutorial...word for word. for some reason i couldn't get into the elevator, so i removed the door and left that step out. then when i could get in the elevator, pushing the button did nothing.???? i dunno. i'll try it again i guess. but, parenting the door to the elevator prevented it from opening...actually if i remember correctly, the door was open already when i walked up to the elevator, but could not walk into the actual elevator. ??

..trepidation
Posted 19 years ago2005-02-10 02:24:32 UTC Post #89411
Someone just make the man an example map (not me :D )
Trapt Traptlegend
Posted 19 years ago2005-02-10 20:47:25 UTC Post #89569
I can't.
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