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HELP! Elevators! EeK!


Miss_Stalker

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just added cuz I just read that msg ;)

 

Map Multiplayer

program being used GTKRadiant

 

:eek: I cant get em to work.........

 

I've been trying to make these damn elevators for 5 months but haven't learned anything! Well the elevators work but I'm trying to do something more complex, so if anyone of you is good with lifts, please help me.

ok heres the deal,

 

I made a func_plat and did all the settings for it, its working all good and fine. Now what I am trying to do is that make a button that would bring the elevator up when it is clicked. So i made a brush, made it a func_button and selected the elevator and the button and then hit ctrl + k. The button works but it doesnt bring the elevator up! What am I doin wrong? Please explain it to me as I'm slow :p

 

oh and I've checked several tutorials including the boba one but I cant get it thru my head.

 

heres a pic of that part if it helps

 

cargo2.jpg

 

the thing in the air lol is the button which is linked to the lift (its raised as im supposed to make it like that)

 

Now I got this tutorial http://richdiesal.jedioutcastmaps.com/tutorials/br201lsn7.html but it still wont work after tryin it. I think I'm doing something wrong and I can't find that FACING button he is talking about. ANyone know????

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Well, first of all, you mentioned you selected the elevator, then the button. The order is to select the button, after that the elevator, to get the target and targetname order right.

 

I have never mapped MP (and probably never will), but the difference between Rich's tutorial (and facing a button) and your map is the fact that Rich's tutorial is basically for SP and uses a trigger to lauch the lift, not a func_button. The switch in Rich's tutorial is simply an outside object that tells the player "here is where you must stand to use the elevator". Thus the switch has nothing to do with the moving of the elevator. However, when using a func_button, that is in itself the triggering event.

 

Boring blaah, blaah, but as I stated, this is as far as I can help in any way having never done MP mapping.

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Thanks for all the help! Atleast you saved me from going over and over that tutorial :D

 

I made a func_button before doing that tutorial but it wouldnt move the elevator :( do you or anyone else know if I have to use some system texture for it?

 

Or if anyone else know how to make what I'm trying to?

 

Thanks for replying :)

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try this for making your lift......

i havn't tried this yet, but, scripting is the best way to do lifts....

 

1. Create your elevator...it can be any brush you like. Draw it in the position you want your lift to start.

 

2. Create a small cuboid brush and put it in the centre of your elevator brush (yes, slap bang in the middle). Load the "system" textures and select the Origin texture. Once this is done, select the elevator brush and the origin brush, right click and select func>func_static.

 

3. Deselect all brushes (esc). Now, right click the orthographic view and select ref>ref_tag.

 

4. Position the ref_tag in the dead centre of your origin brush. Then, clone it and move it vertically straight up or down. This is where the lift will end up when you call it. Make sure the two tags are lined up.

 

5. Next, create your switches. Make a brush, clone it, and place them in the same position, overlapping each other. Select one of the brushes, right click, and select "func_usable"

 

6. Next, create your trigger. This is what makes everything work when you hit the use key. Draw your trigger, texture it, and make it a trigger_multiple.

 

7. Create a scriptrunner. Right click, and select target>target_scriptrunner.

 

8. Create a target_relay. Right click, and select target>target_relay.

 

Ok, your set to go. The next step depends on what script you use. For this tutorial, i'm using "artus_mine/el_in_hall.ibi". If you've got the latest tools, all the SP scripts are decompiled in a zip file ready for browsing. There are several elevator scripts, and they all work on the basic principles i'll outline below....

 

9. Select your elevator (the func_static entity), and press N. Add the following key

 

script_targetname

el_in_hall

 

10. Select your trigger. Add the following key

 

target

elevscript1

 

Tick the playeronly and use_button checkboxes.

 

11. Select your target_scriptrunner. Add the following keys

 

targetname

elevscript1

 

usescript

artus_mine/el_in_hall

 

12. Select your relay. Add the following keys:

 

targetname

elevscript1

 

target

el4butt

 

13. Select your func_usable brush. Add the following key

 

targetname

el4butt

 

14. The final step is naming your tags. This is a good point to look at the script itself:

 

//Generated by BehavEd

 

rem ( "The elevator inside the big mashine" );

 

affect ( "kyle", /*@AFFECT_TYPE*/ INSERT )

{

sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/movers/switches/switch1.mp3" );

}

 

 

affect ( "el_in_hall", /*@AFFECT_TYPE*/ FLUSH )

{

use ( "el4butt" );

move ( $tag("el_in_hall_up",ORIGIN)$, $<0 0 0>$, 2000.000 );

wait ( 4000.000 );

move ( $tag("el_in_hall_down",ORIGIN)$, $<0 0 0>$, 2000.000 );

use ( "el4butt" );

}

 

______________________________

 

Ok...

 

affect ( "el_in_hall", /*@AFFECT_TYPE*/ FLUSH )

 

This line lets the script know what to move

 

move ( $tag("el_in_hall_up",ORIGIN)$, $<0 0 0>$, 2000.000 );

 

 

This line tells the elevator where to go first. Try not to think of it as up and down, but 1st and 2nd. "el_in_hall_up" is the targetname of one of our tags.

 

wait ( 4000.000 );

move ( $tag("el_in_hall_down",ORIGIN)$, $<0 0 0>$, 2000.000 );

 

 

These lines tell the elevator to wait, then go to the other tag.

 

So, what the script is doing is waiting for the button to be pressed, moving the elevator to a tag, waiting, and moving it to the other tag.

 

So we need to name our tags accordingly...if i want my el to move down, i still name my ref_tag "el_in_hall_up", because that's where the script wants to go first.

 

So, name the destination tag "el_in_hall_up" and the return flag "el_in_hall_down" (use targetname)

 

Ok, compile your map, and all should be well.

 

This is the basic template for all elevator (and movement) scripts. Fiddle around and see what you can come up with!

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  • 2 weeks later...

Easier Method. It doesnt have the elegance of scripting, but...

 

Use two brushes to be the "buttons", one at the up position, one at the down. Now, never touch them again.

 

Put a brush in front of either button (total : two brushes) and texture them both with the system/trigger. Now, make both brushes into trigger_multiples.

 

Select the first trigger brush, then the lift. CTRL-K. This targets the lift to operate. Now, select only the lift and press 'n' to look at it's properties. In the list of attibutes, you should see a line that says "targetname" with a value that looks like "t#". Note that number. Now, select the second trigger and go into IT's properties. Enter "target" and the t# from the elevator. This will target the elevator as well.

 

Now that the buttons will trigger the elevator, you set up the lift height like in the tut. Essentially, just add your height value and a sound.

 

A little complex, but it works in MP. And, once you've done it a few times, it'll be second-nature.

 

Good Luck.

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