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Setting up triggeres for my elevator


mikemj33

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I have pillar set up in the middle of a room with a trigger multiple right over it, when the player walks on it, it brings them up thru a hole in the ceiling to another room directly above it. On each side of the square hole on the top floor is another trigger multiple.

Now the part I'm having trouble with is that when riding the elevator back down, the player hits the first trigger multiple at the bottem, sending the elevator back up. I cant think of a way around it. Its either something really simple I'm overlooking or some other way of doing this that I dont know about, either way I need some help.

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um dunno really

but just a suggestion

u could make four triggers surrounding the elevator at the bottom instead of right on top of it so that the elevators up and down movement wouldnt put it through the trigger

 

but then when the player got off when he got down he would cross the trigger and send the elevator back up supposedly

 

any help?

 

-patch

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have u messed around with that "facing" command

 

i dont really fully comprehend it bit it kinda sounds like if u set it up the player would have to be facing the entity its triggering to set it off

 

maybe im wrong though...dunno

 

-patch

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I did think of that one, but if a player crossed one of the 4 on the bottem, it would go up before he could step onto it.

 

actually u could use the delay command to give the player ample time to get on the lift plus make the trigger brushes really think and tight up against the elevator "air space"

 

-patch

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u can set a delay key on the trigger brush that will cause a period of time to elapse after u cross it before it sends the trigger message to the entity its targetted at

 

 

just type "delay" in the key box and how many seconds u want in the value box

 

-patch

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try a func_button. make a small brush on top of the pillar that the player would have to step on. Make that brush a func_button. Set up the button so that it goes down into the pillar once pressed (click "dn" in the entity info box). set the wait value for the button a little bit longer than the wait value for the pillar to come back down so that when it does it won't be pressed again.

 

And of course, don't use a trigger, the button should activate the pillar instead (just wanted to clarify).

 

That should do what you're trying to do.

 

To be more accurate, maybe the trigger's at the top of the pillar can not only send the pillar back down, but raise another small brush just over the top of the func_button brush so that you don't hit the button again on the way down. That way if you wait longer than the wait time set for the button to come back down, it won't matter. You may get a mixed face content error when compiling due to all the overlapping brushes but is should be okay.

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