Elevator tutoring please!!! Created 19 years ago2005-07-22 16:47:56 UTC by Smores Smores

Created 19 years ago2005-07-22 16:47:56 UTC by Smores Smores

Posted 19 years ago2005-07-22 16:47:56 UTC Post #122800
OK, let me tell you my idea so you can mabe understand what i want to do...and then teach me what to do.....:D

I want to make a map so that at every round start, the floor which the spawn points are located (under the main floor) will rise up to the top floor which will be the main fighting area. I want them to automaticaly raise up without any buttons being pressed, and then I want them to stop and never go back down. Im new to elevators and even newer to even trying to make something automaticaly at the start of a round!!! Any help would make ME VERY HAPPY!!! :biggrin:
Posted 19 years ago2005-07-22 17:10:33 UTC Post #122802
Posted 19 years ago2005-07-22 18:02:35 UTC Post #122811
I already read that and im still confused...
Posted 19 years ago2005-07-22 18:04:29 UTC Post #122813
what confuses you?
Posted 19 years ago2005-07-22 18:07:47 UTC Post #122814
I dont know where trigger_multiple is??? "you can use any form of trigger to start the elevator, such as a trigger_multiple, that can start the elevator every time the player moves onto the platform. I want to use this so at the start of the round it will automaticaly start to go up, I just dont know where it is located, but then i have to make sure that the elevator doesnt go back down.....
Posted 19 years ago2005-07-22 18:11:36 UTC Post #122815
just use trigger_auto...
Posted 19 years ago2005-07-22 18:16:24 UTC Post #122817
Do i trigger the func_train "CT Mid" (the bottom of my elvevator that rises up), then delay before trigger 0, and trigger state "on"???
Posted 19 years ago2005-07-22 18:26:57 UTC Post #122818
what? just enter elevators name in teh triggers target field...that it
Posted 19 years ago2005-07-22 18:39:03 UTC Post #122820
I did that and for some reason the bottom of the elevator is right under were i spawn not where i have it set up to go..
Posted 19 years ago2005-07-22 18:41:12 UTC Post #122821
erm? screenshot?
Posted 19 years ago2005-07-22 18:47:44 UTC Post #122823
User posted image


i hope this helps....
Posted 19 years ago2005-07-22 18:50:58 UTC Post #122824
so... i asked for the screenie that is ingame... where it under you feet or something.. what can i see here?
Posted 19 years ago2005-07-22 18:52:02 UTC Post #122825
sorry, didn know lol, im on it!!!!!
Posted 19 years ago2005-07-22 18:53:32 UTC Post #122826
oh and why are you making an elevator if info_player_start is not even near it
Posted 19 years ago2005-07-22 18:58:41 UTC Post #122829
Ill move it, im just trying to get it to work....
Posted 19 years ago2005-07-22 18:59:51 UTC Post #122830
Posted 19 years ago2005-07-22 19:00:37 UTC Post #122831
there's no difference where info palyer start is i suggest putting it on elevator so you din't need to run each time you compile
Posted 19 years ago2005-07-22 19:01:52 UTC Post #122832
Posted 19 years ago2005-07-22 19:02:23 UTC Post #122833
so what's wrong here? and can you describe the problem normally because i can't understand what's wrong there even from the screenie
Posted 19 years ago2005-07-22 19:04:39 UTC Post #122834
if you don't want it to get down just leave empty field in upper path_corner..
Posted 19 years ago2005-07-22 19:07:39 UTC Post #122835
Ok, the bottom of the elevator (named CT Mid) keeps going to the very center of the map, i dont know why??? I gave the brush func_train, and then i set the first path_corner right where the center of the evlevator bottom is, I named it CT Mid 1, then i put the second path_corner right where i want the elevator boottm to stop and named it CT Mid 2. I made CT Mid 1 go to CT Mid 2 and Stop there also... I use trigger auto to trigger CT Mid, and made i its trigger state to "on"..... i dont know why id doesnt follow its path...???
Posted 19 years ago2005-07-22 19:12:31 UTC Post #122837
maybe dont use gaps in entity names use _ instead
Posted 19 years ago2005-07-22 19:16:19 UTC Post #122839
I did that but it still went to the center...
Posted 19 years ago2005-07-22 20:38:47 UTC Post #122845
are you sure you have it starting where it is supposed to instead of where you say it keeps going?
Posted 19 years ago2005-07-22 22:54:38 UTC Post #122855
as you can see in my first screen shot, the bottom orange square is the start point and the top one is the stop one, and the purple one is supposed to be the trigger_auto...
Posted 19 years ago2005-07-23 01:46:19 UTC Post #122875
Origin brush, lack of. Causes rotating things to fly about wildly, moving things to disappear, and trains to break up.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-07-23 17:08:32 UTC Post #123023
Alight, i got the elevator to work properly, even without an origin brush, but now i cant figure out how to make it go up automatcialy EVERY round....
Posted 19 years ago2005-07-23 17:14:54 UTC Post #123024
Give it an origin brush.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-07-23 18:27:01 UTC Post #123031
so group the origin and elevator brush together and then tie them to func_train???
Posted 19 years ago2005-07-24 01:52:12 UTC Post #123079
Yes.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-07-24 13:39:58 UTC Post #123201
Then can i make all the elevators (6 of them) all the same name, but each of them have a differnt start target so they will still function properly, then have a trigger_auto trigger the elevators and then run a multi_manager to reset the trigger_auto after every round????
Posted 19 years ago2005-07-24 13:46:12 UTC Post #123209
If they will all have the same the trigger_auto will pick one randomly so give them diffrent names and make a multi_manager target them all! And trigger_auto has no name cause it can only target something at the start of the level so make that secound multi-manager(the one that resets it all after every round) will target a trigger_relay! :)
Posted 19 years ago2005-07-24 20:39:29 UTC Post #123280
So lost....lol....im not good with this trigger auto and multi_manager stuff, ask rabidmonkey lol
Posted 19 years ago2005-07-24 20:53:54 UTC Post #123281
If you will give all the elevators the same name the objsts that triggers them will choose only one of them randomly so give them diffrent names and trigger them all with a multi_manager! :)

As for the trigger_auto it only works at the start of the level and can't be triggered afterward but trigger_relay,which is the same only it doesn't do anything when the level is loaded it only does stuff when it's triggered by another object! :glad:
Posted 19 years ago2005-07-24 23:12:51 UTC Post #123291
This is how i have my muti_manager set up. Whats wrong ????

User posted image
Posted 19 years ago2005-07-25 23:55:03 UTC Post #123575
do i need 2 multi_managers?
Posted 19 years ago2005-07-26 05:34:23 UTC Post #123612
If one has more then 15 targets then yes! You will need to make him target another multi_manager cause the maximum of values in the multi_manager is 16!
Posted 19 years ago2005-07-26 13:43:24 UTC Post #123688
Ok, so my one multi_manager wont have more than 15 things in it, but t still wont trigger anything.... :( im getting so frustrated!!!!
Posted 19 years ago2005-07-27 12:39:44 UTC Post #123861
well, note that when the multimanager is triggered it will trigger round reset and the lifts, after 1 second. and from what your telling me what ever round reset does will put the elevators back down. so your essentially triggering them on and off at the same time
Posted 19 years ago2005-07-27 12:45:48 UTC Post #123864
I'm also getting frustrated! Not long ago you asked whats a target value so are you sure you read all the basic tutorials? :
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