Entity Details
In this section,
<name>
is the name you give to the MESS entity, or the prefix used in prefabs, which are in this format:
<variation>_<compass_direction><percentage_of_maxheight><extended_or_not>
- The bottom and top buttons have a master named
<name>_bottom_ms
and <name>_top_ms
, respectively. To disable any of these buttons (e.g. for single-use), have an entity target the name of the master. The extra entity prevents the multisource from being active and thus disables the button. Likewise, trigger that entity to re-enable the button. (note: The prefabs uses a hidden button_target
that also target the masters, making the buttons only work when the gondola is at the appropriate positions.)
- There are multi_managers that fire the following targets:
<name>_start_bottom
when the lift starts moving from the bottom position.
<name>_reach_top
when the lift reaches the top position.
<name>_start_top
when the lift starts moving from the top position.
<name>_reach_bottom
when the lift reaches the bottom position.
- You can use these names to target other entities when the gondola starts/stops moving.
- The aforementioned multi_managers are named
<name>_mm1
and <name>_mm2
. The former starts from the bottom, and the latter starts from the top. Target the appropriate one to remotely operate the lift.
- There is an
ambient_generic
named <name>_snd
used to emit the moving sound. It gets passed the "Move sound WAV" (movesound) from the MESS entity as its sound file value. But if you require more control, you can pass "common/null.wav" as value to the MESS entity property, and place your own ambient_generic
near the center of the MESS entity with the same name. You have to set the "start silent" (16) flag.
Thank you for your work, it looks very good. Is there a map available for interactive preview?
Problem Report: After entering the sample map in Counter-Strike (25th Anniversary Update), the game may crash when your foothold is located in this area.
I might have to take a look at the template and do the fix again.
Awesome work btw.
Also, version 1.2 just dropped. This adds support for extended static lifts, and functional lifts that start already extended.
I highly recommend updating your local copy to this version.