Author Topic: n00b elevators question  (Read 12241 times)

Taiyo.uk

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n00b elevators question
« on: June 06, 2007, 09:48:21 am »
Does anyone know a HOWTO for making elevators like those in the Pulse map? (i.e. one with a button at both the top and the bottom, and one on the elevator itself)

I've been playing with triggers and buttons and whatnot, but so far I've only managed to make a plain func_train that can be toggled on and off by a single button.

Thanks

Kaleo

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n00b elevators question
« Reply #1 on: June 06, 2007, 10:04:11 am »
Do it! He's mad! MAD I TELLS YOU!!!

Actually, I need a tut as well, or else you'll never get to see Fallout.
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Lava Croft

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n00b elevators question
« Reply #2 on: June 06, 2007, 10:28:29 am »
Look here for what Soubok has to say about doors that you can toggle. Doors make for excellent elevators, in case you did not find that out yourself already.

Taiyo.uk

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n00b elevators question
« Reply #3 on: June 06, 2007, 02:45:33 pm »
Thanks Lava, Soubok essentially had what I was looking for. After some playing I've figured out how to set up pulse-style elevators:


Fear my 31337 xfig skilz!

The path corners have a huge wait time, so unless nobody uses the elevator for 9999 seconds (nearly 3 hours) then the elevator will activate itself. Two target_wait entities are required because you need to toggle the func_train twice while it's waiting to make it move again (toggle once to turn it off - it's still on but waiting, then toggle again to start it moving to the next path_corner).

I've used 1 and 2 seconds as the wait times in the diagram, although you may like to enter something like 1 and 1.001 seconds as pressing a button while the elevator is moving will pause the elevator for the difference in the wait times.

blood2.0

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n00b elevators question
« Reply #4 on: June 15, 2007, 09:37:40 pm »
i would ask the person who made pulse

Plague Bringer

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n00b elevators question
« Reply #5 on: June 15, 2007, 09:42:16 pm »
Did you not notice that he figured it out?

Thanks, Taiyo.
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Paradox

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n00b elevators question
« Reply #6 on: June 15, 2007, 10:02:04 pm »
Isnt there a lift entity?

You can use that.

Then there are trains.

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Plague Bringer

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n00b elevators question
« Reply #7 on: June 15, 2007, 10:02:51 pm »
Lifts are... ew.
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Taiyo.uk

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n00b elevators question
« Reply #8 on: June 15, 2007, 11:22:08 pm »
Quote from: "Plague Bringer"
Lifts are... ew.

Indeed. The diagram I posted earlier is bugged. A trigger_multiple inserted in between the buttons and the target_wait entiies, with a wait key with a time equal to or greater than the time it takes for the elevator to travel works far better then using the wait key of the buttons.

With the system in the diageam, two buttons being pressed simultaneously caused the elevator to become stuck. Any target_speaker entities targetted by the target_wait entites could also be activated at overlapping times by pressing buttons while the elevator was in motion.

Hugoagogo

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Re: n00b elevators question
« Reply #9 on: April 28, 2008, 05:26:30 am »
thankyou Taiyo.uk i know this was posted ages ago but it realy helped however is there a way to make the lift triger something when it reaches a station
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blood2.0

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Re: n00b elevators question
« Reply #10 on: April 28, 2008, 06:06:53 am »
i don't think so try making the trigger that starts the elevator trigger a timer and time the time it takes for the elevator to reach were you want it.   

Odin

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Re: n00b elevators question
« Reply #11 on: April 28, 2008, 06:04:08 pm »

seeeker

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Re: n00b elevators question
« Reply #12 on: April 28, 2008, 06:15:07 pm »
Theres a better way IMO (without timers and all) ill post a guide sometime later, you can see it working on dryout (b5a), i dont think thers a way anyone can take it out of sync.
Edit: meh ill just share the basics now and maybe post a full guide later.

The basic principle behind it is that func_trains themselves trigger their path_corners (but not limited to path_corners!! =D), this has SO much potential to create new stuff if you think about it. Things like counters (binary or any base), toggleable trains, trains toggling doors, trains toggling trains, password mechanisms and lots more. Im already making some awesome stuff =D
« Last Edit: April 28, 2008, 06:31:34 pm by seeeker »

Hugoagogo

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Re: n00b elevators question
« Reply #13 on: April 29, 2008, 11:32:17 am »
ok i think i get it im working on this
http://knightsofreason.org/forum/viewtopic.php?f=6&t=639&st=0&sk=t&sd=a
and adding a page score counter to the map for them as well as other tweaks

the red thing is a func_train that moves to show the score when a goal is scored i need something to happen when it gets to the end
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Hugoagogo

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Re: n00b elevators question
« Reply #14 on: April 29, 2008, 12:14:06 pm »
it works what u said works thanks alot
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Divmax

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Re: n00b elevators question
« Reply #15 on: April 29, 2008, 12:23:01 pm »
the red thing is a func_train that moves to show the score when a goal is scored i need something to happen when it gets to the end
It triggers a trigger_win?
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Taiyo.uk

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Re: n00b elevators question
« Reply #16 on: April 30, 2008, 04:29:14 pm »
trigger_kill.

TRaK

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Re: n00b elevators question
« Reply #17 on: April 30, 2008, 07:46:29 pm »
Heh, never thought my 20-minute map for COM's granger games would ever amount to anything aside from a few players dicking around aimlessly :P

I have the original .map kicking around if you want it.

Samurai.mac

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Re: n00b elevators question
« Reply #18 on: May 03, 2008, 11:57:35 am »
func_trains are a really bad (not to mention inefficient) way to make lifts. Use func_doors in future, you can use the "lip" key to tell it how far to move.

seeeker

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Re: n00b elevators question
« Reply #19 on: May 03, 2008, 06:36:22 pm »
you can only do so much with door-elevators, with func trains you can have the train trigger its doors, trigger itself, trigger other elements, have doors that follow it, be completely safe from people blocking it, variable speeds and umm lots more =P (since they do not depend on timers, although ppl still get squished xD)

but if you just want a simple lift, func_trains can be overcomplicated.

Samurai.mac

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Re: n00b elevators question
« Reply #20 on: May 03, 2008, 08:30:12 pm »
I'm fairly certain everything you just listed is possible using func_doors, too.

Survivor

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Re: n00b elevators question
« Reply #21 on: May 04, 2008, 11:55:12 am »
I'm fairly certain everything you just listed is possible using func_doors, too.

Nope, trains can do more.
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Lava Croft

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Re: n00b elevators question
« Reply #22 on: May 04, 2008, 01:39:03 pm »
I'm fairly certain everything you just listed is possible using func_doors, too.

Nope, trains can do more.
Incorrect, they can do different things. I wouldn't exactly call it 'more', certainly not compared to func_trains in earliers incarnations of Quake.

Amtie

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Re: n00b elevators question
« Reply #23 on: May 04, 2008, 01:42:11 pm »
We're talking about trem here. Not earlier incarnations of Quake. :P
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Taiyo.uk

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Re: n00b elevators question
« Reply #24 on: May 09, 2008, 04:14:13 am »
Incorrect, they can do different things. I wouldn't exactly call it 'more', certainly not compared to func_trains in earliers incarnations of Quake.
Indeed. Pathtarget would make door/elevator combinations much easier.

maxell

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Re: n00b elevators question
« Reply #25 on: May 09, 2008, 04:21:46 am »
well i have looked at all your posts and i tried to do a lift (like the on in highrise but without buttons) i do not know why it doesn't work because i want it to have no buttons.... is that possible? also i have been testing jumps and i have done a func_push the do a then i have connected it with a info notnull but it doesn't work
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Taiyo.uk

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Re: n00b elevators question
« Reply #26 on: May 09, 2008, 04:26:43 am »
IUse trigger_multiples that the players have to touch to access the elevator instead of buttons.

maxell

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Re: n00b elevators question
« Reply #27 on: May 09, 2008, 10:16:15 am »
well is it possible to create a elevator which never stops it goes up then down then up so one...

Quote from Moosenberry: "harry the plant had a tumor in the shape of a lemon growing on him so"
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epsy

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Re: n00b elevators question
« Reply #28 on: May 09, 2008, 10:32:30 am »
just use a static path_corner/func_train combination

you may want to play with the wait attibute
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