Cooly Posted June 5, 2004 Share Posted June 5, 2004 I have a problem.I want do elevator with button using func_train but i dont know how...may someone help me?Or give me another way to do elevator on button:-) Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted June 5, 2004 Share Posted June 5, 2004 Normal func_plat and a normal button. If you know how to do func_plats (EVILEVILEVILEVIL) *cough*, and buttons, then you're ok. And you don't need func_train... Link to comment Share on other sites More sharing options...
Cooly Posted June 5, 2004 Author Share Posted June 5, 2004 Hmm...ok it works...but when i press button,the plat moves up only to one grid.How can i change this? Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted June 5, 2004 Share Posted June 5, 2004 Check the "height" of the func_plat, and don't forget to take into account the starting height and the height of the floor Link to comment Share on other sites More sharing options...
Cooly Posted June 5, 2004 Author Share Posted June 5, 2004 Ok,it work.Thx;) Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted June 5, 2004 Share Posted June 5, 2004 Out of idle curiosity, as you managed to get it to work were you using func_button or func_usable and were you mapping for MP or SP? Link to comment Share on other sites More sharing options...
Cooly Posted June 5, 2004 Author Share Posted June 5, 2004 I used trigger_multiple:) And that is map for MP:) Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted June 5, 2004 Share Posted June 5, 2004 Just checking as I keep having wars with func_plats and trigger_multiples. But knowing someone else has achieved it with relative ease'll keep my rebuilding and retrying Link to comment Share on other sites More sharing options...
Cooly Posted June 5, 2004 Author Share Posted June 5, 2004 Ok.:-) Link to comment Share on other sites More sharing options...
Cooly Posted June 8, 2004 Author Share Posted June 8, 2004 How about elevator moving down?can i still use func_plat or something new? Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted June 8, 2004 Share Posted June 8, 2004 I hate this question lol. every time I've tried this its failed. Put a button at the time trigger_multiple as you know how to do and link it to the func_plat. Oh and Good Luck lol Though I did hear someone say something about changing the "direction" (ie. clicking up or down on the entity window) but I haven't had a chance to test this theory yet. Alternatively, you can use a func_door, apparently. Link to comment Share on other sites More sharing options...
Cooly Posted June 8, 2004 Author Share Posted June 8, 2004 Ok i try that Link to comment Share on other sites More sharing options...
wedge2211 Posted June 8, 2004 Share Posted June 8, 2004 If you use a func_door to make your elevator, you can switch the angle from up to down in the entity window. If you're using a func_plat, the best bet is to give the plat a negative height. Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted June 9, 2004 Share Posted June 9, 2004 *lightbulb appears above Vogel's head* negative height.... but then you have to position the func_plat at the BOTTOM right? Link to comment Share on other sites More sharing options...
wedge2211 Posted June 9, 2004 Share Posted June 9, 2004 Yep, exactly. Changes it's direction of operation! Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted June 9, 2004 Share Posted June 9, 2004 Right On! If my func_plat fails one more time I'm changing to func_door lol Thanks Link to comment Share on other sites More sharing options...
zag Posted June 9, 2004 Share Posted June 9, 2004 yes a func_door is much worth it just the lip value is a bitch to get right Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted June 10, 2004 Share Posted June 10, 2004 I assume it's not as simple as setting the height for a func_plat then? Link to comment Share on other sites More sharing options...
zag Posted June 10, 2004 Share Posted June 10, 2004 no its not based on the grid units if i remember rightly you just have to keep compiling and changing it intill you get it right.. although i havent useda func_door for that purpose since JK2 so it might be different now Link to comment Share on other sites More sharing options...
wedge2211 Posted June 10, 2004 Share Posted June 10, 2004 Naw, lips are fairly simple. A func_door has a default lip value of, I believe, 32...a lip of 0 means that the door moves exactly its own length when triggered. So just enter a lip value exactly as you would the height on a func_plat, and keep in mind that you can use large negative lip values, that may help. Another trick: include, in the func_door, a brush textured with system/nodraw that extends the full length you want the door to open, then you can jsut use "lip 0." Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted June 10, 2004 Share Posted June 10, 2004 When you say "in the func_door"... say I had a platform (but func_door) I could just have a no_draw brush smack bang in the middle...extending to the top of the run? And as it's func_door, does it automatically work in both directions. I.e. when you're at the top, it comes to get you? Link to comment Share on other sites More sharing options...
wedge2211 Posted June 10, 2004 Share Posted June 10, 2004 By "in the func_door," I meant "as part of the func_door." The great thing about putting a nodraw brush there is that it's invisible and nonsolid, but lets you save effort on figuring out complicated lip values. Or, on the other hand, you could build a huge piston to hold up the elevator instead of using a nodraw brush... Whether it will come to get you on both ends depends on if you checked START_OPEN and CRUSHER. It's safest just to build triggers. Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted June 11, 2004 Share Posted June 11, 2004 That's perfect, thanks *wonders how he didn't think of that before* Link to comment Share on other sites More sharing options...
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