R8Sephiroth8P Posted March 23, 2004 Share Posted March 23, 2004 Ok, I noticed that the func_plat in jk3 doesnt have a delay key. This is what causes the elevator to go back down after a certain amount of time, regardless if you're on it or not. But since there isn't a delay key, is there any other way to get an elevator to go back down after a certain amount of time WITHOUT you having to get off it? Link to comment Share on other sites More sharing options...
Ace-_Ventura Posted March 23, 2004 Share Posted March 23, 2004 for what i know, elevator is different in jka, u can't control it. Link to comment Share on other sites More sharing options...
R8Sephiroth8P Posted March 23, 2004 Author Share Posted March 23, 2004 No, theres a way, take the elevator in hoth_siege for example- it will go back down after a small amount of time, whether u get off it or not. Link to comment Share on other sites More sharing options...
WP RaVeN Posted March 24, 2004 Share Posted March 24, 2004 I want to know how to fix this problem too =P I have a lift that’s activated by a switch anyway when somebody wants to go down the lift they press the switch to bring the lift up then when they get on the lift and it wont move =/ until they get off -_- and I know theres a way to fix this because ive seen on the academy_beta_2 map a lift that works and its not done with scripting either because ive looked in the .pk3 file and it has no scripts for lifts =P Link to comment Share on other sites More sharing options...
way Posted March 24, 2004 Share Posted March 24, 2004 Just use a func_door. there is a delay-key:D btw: You can look it up, how the elevator was made in siege_hoth. You'll get the *.map-file with the Radiant;) Link to comment Share on other sites More sharing options...
WP RaVeN Posted March 24, 2004 Share Posted March 24, 2004 how do i control how far the func_door moves? =/ does height work with it? Link to comment Share on other sites More sharing options...
R8Sephiroth8P Posted March 24, 2004 Author Share Posted March 24, 2004 Originally posted by JkRaVeN how do i control how far the func_door moves? =/ does height work with it? Thats what I would like to know. I already know how to make the door go up, and wait there for a certain amount of time, but when ure dealin with a thin platform, how do you get it to go the distance you want? Link to comment Share on other sites More sharing options...
Mercenary Posted March 24, 2004 Share Posted March 24, 2004 I think you should use triggers for the func_door. For moving the lift you use key:lip value: the height in units to go up ( you may need to use a negative value) Don't forget to put a wait in your triggers. Link to comment Share on other sites More sharing options...
Ockniel Posted March 24, 2004 Share Posted March 24, 2004 I dont use a height, I put a brush as high as I want the elevator to go in a wall where it cant be seen, and select all the brushes and make it a func_plat (or func_door as the case may be) Link to comment Share on other sites More sharing options...
{NJO}*Dark Posted March 25, 2004 Share Posted March 25, 2004 what i want to know how to do is to get one elevator that will service three or more levels, and goes to where you are when you call it (with a trigger) then goes where you tell it to go. If onyone has any ideas for that, then pz say Link to comment Share on other sites More sharing options...
mslaf Posted March 25, 2004 Share Posted March 25, 2004 I would suggest you to use the Icarus script. It works well in multi and single player modes. Link to comment Share on other sites More sharing options...
R8Sephiroth8P Posted March 25, 2004 Author Share Posted March 25, 2004 Originally posted by {NJO}*Dark what i want to know how to do is to get one elevator that will service three or more levels, and goes to where you are when you call it (with a trigger) then goes where you tell it to go. If onyone has any ideas for that, then pz say My friend wants to know how to do that too, lol. Link to comment Share on other sites More sharing options...
zag Posted March 25, 2004 Share Posted March 25, 2004 yeah you need to use a script when you see me next on msn dark yell at me ill see if i can whip one up for ya:p Link to comment Share on other sites More sharing options...
WadeV1589 Posted March 25, 2004 Share Posted March 25, 2004 If you know anything about Icarus, it's a pretty simple task, you simply move a func_static to various ref_tags, each ref_tag determines a stopping position and you call the func_static to that ref_tag. Link to comment Share on other sites More sharing options...
{NJO}*Dark Posted March 25, 2004 Share Posted March 25, 2004 i was just thinking that you would need a few scripts to make it go to each position Link to comment Share on other sites More sharing options...
WadeV1589 Posted March 25, 2004 Share Posted March 25, 2004 You can use a single script and specify the ref_tag it has to go to on the button on a key of "parm1" then in Icarus you can get the value by using get("SET_PARM1", string) or vice versa. Look at the generic elevator script that is in base\scripts somewhere, it demonstrates it perfectly. Link to comment Share on other sites More sharing options...
{NJO}*Dark Posted March 25, 2004 Share Posted March 25, 2004 ty Link to comment Share on other sites More sharing options...
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