elevator question

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Post Reply
maverick
Corporal
Posts: 32
Joined: Wed Aug 01, 2007 2:58 am

elevator question

Post by maverick »

hey again. i just put in an elevator in y map and when i hit the trigger my elevator goes up instead of down. do i need to make the angle value +1 instead of -1? thats the only thing i can think of. any help would b greatly appreciated. thanks lots
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

-2

Post by tltrude »

If you look a the entity window (key N) for your func_door elevator, you will see the "angle" buttons in the lower left. The two buttons in the center are labled "U" and "D" for up and down. If you press the Down button the angle value should change to "-2".
Tom Trude,

Image
maverick
Corporal
Posts: 32
Joined: Wed Aug 01, 2007 2:58 am

Post by maverick »

hey thanks for the help, my elevator goes down when i hit the button now.
i have only one other question. is there a way i can make only one trigger button for the elevator? i think it would work alot better that way for my map setup, also is there a way i can clip a light fixture and a door to my elevator so it stays with the elevator while it moves? tryed a couple of things but they didn't work
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

door

Post by tltrude »

Your elevator is really a door, so anything you can do to a func_door can also be done to your elevator.

---------------------------------------------------------------------------------

Spawnflags:
===========

AUTO_OPEN causes the door to open when a player is near instead of waiting for the player to use the door.
DOOR_DONT_LINK is for when you have two doors that are touching but you want to operate independently.
TARGETED door is only operational from triggers or script
TOGGLE causes the door to wait in both the start and end states for a trigger event.

---------------------------------------------------------------------------------

When the "Targeted" spawnflag is set, the normal builtin trigger of the door is turned off. Then you can put in your own trigger_use (or whatever) and have it target the elevator.

Adding a second func_door would be hard, but it could be done with the script. The trigger would have to run a thread in the script (Key: setthread, Value: edoorthread).
Tom Trude,

Image
Post Reply