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lift not returning


Maniac Richard

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well i had probs when doing this too but i finally know how to do it!theres a way where you use the use button and ill explain that one.make a button on the place where the plat is going to,not the place where it is.put a trigger multiple in front of it.press n when you have it selected and check the 'use button' flag.then select the button then elevator(in that order)and press ctrl+k.now make another trigger multiple on the bottom of the plat where it will be when not activated.do the same thing on this trigger_multiple.now target the plat with it.dont use ctrl+k this time.use n to go to the entity menu.you should see a target line.type target as the key then the targetname(the name of the plat i.e t4).now compile and press your use button when standing in the plat and it should work.it will also come back down with you on it if you put a delay key on it.when your on the top press use on the button and itll come back up to you.hope that wasnt too confusing :)

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I like to use func_trains for my lifts. They're always "on" and I don't have to mess with dual lifts. I just make them wait a few seconds for riders a both the top and the bottom and make sure that they move relatively fast so you don't have to wait a long time for the lift. But that's just me, you can do whatever you want.

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Ok... kinda simple.

 

What the LIP key does is set how much the door or lift extends from the wall or floor. Let's take a door for example.

 

For a door (Star Trek style split door, let's say) when the doors retract, a small amount of the door still pokes out from the door jamb. The LIP key allows you to alter how much of it poekes out. The default value is 8, I think, and really, there's no need to alter it unless you want the door to not open fully, in which case you would use a larger value.

 

Have fun!

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