OK Right Im Makeing My Very First Map But..
I Cant Get The Elevator To Work Properly It Works But Only the Floor Moves Up And Goes Smaller With No Controls To Get Back Down :S Please Help Me On This
Thanks,
-SD-Lynx-CL-
Elevator Help Please All Mapping People
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1lynx1
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Elevator Help Please All Mapping People
Last edited by 1lynx1 on Mon Jun 30, 2008 5:07 pm, edited 1 time in total.
I don't know if you haven't already read the elevator tutorial here
You might also want to read the rest of the mapping tutorials this place has to offer /tutorials.php?category=All
The way you delete a brush is by pressing and holding shift and click on one in the 3d window and press delete
You might also want to read the rest of the mapping tutorials this place has to offer /tutorials.php?category=All
The way you delete a brush is by pressing and holding shift and click on one in the 3d window and press delete

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1lynx1
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Yeh
I Have Read That Tutorial It Just Makes It Smaller As It Goes Up And i Dont Know Why And Thank You For The Delete Info 
Still Need Elevator Help Though , Maybe Someone Who Has A Working One Will Share There Experiance With Elevators
Thanks,
-SD-Lynx-CL-
Still Need Elevator Help Though , Maybe Someone Who Has A Working One Will Share There Experiance With Elevators
Thanks,
-SD-Lynx-CL-
-
1lynx1
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ok
here is my script file located in the same file as bsp file (maps/dm)
// Elevator Script
main:
level waittill prespawn
// bind the switches to the elevator
// so it doesnt look weird
$down_switch bind $elevator_cab
$up_switch bind $elevator_cab
// bind triggers to the switches
$down_trigger bind $down_switch
$up_trigger bind $up_switch
// I had it moved up for lighting
$elevator_cab movedown 8
$elevator_cab time 0
$elevator_cab move
// sets the speed to 64 units per second
$elevator_cab speed 64
// starts on floor 1
level.elepos = 1
$elevator_cab2 speed 64
level waittill spawn
thread elevator_prep
end
elevator_prep:
thread movedown
thread moveup
end
movedown:
// waits until the player triggers the trigger
$down_trigger waittill trigger
// if the elevator is on floor 1 then end
// because it cant go down anymore
if (level.elepos == 1)
end
// turns off the triggers
// until the elevator is done moving
$up_trigger nottriggerable
$down_trigger nottriggerable
// sets another variable
local.position = level.elepos
//turns the switch
$down_switch anim turn
// makes some noise
$elevator_cab loopsound lighthouse_run
// says to move to the floor
// below the one that it is on
$elevator_cab moveto $("floor" + (local.position - 1))
$elevator_cab waitmove
$elevator_cab stoploopsound
$down_switch anim idle
// Tells the variable to minus 1 from itself.
// Makes the variable set to the correct floor.
level.elepos--
// turns the triggers back on
$down_trigger triggerable
$up_trigger triggerable
goto elevator_prep
end
moveup:
$up_trigger waittill trigger
// if the elevator is at the top then end
// because it cant go up anymore
if (level.elepos == 2)
end
$down_trigger nottriggerable
$up_trigger nottriggerable
local.position = level.elepos
$up_switch anim turn
$elevator_cab loopsound lighthouse_run
$elevator_cab moveto $("floor" + (local.position + 1))
$elevator_cab waitmove
$elevator_cab stoploopsound
$up_switch anim idle
level.elepos++
$up_trigger triggerable
$down_trigger triggerable
goto elevator_prep
end
Hope This helps mate Thanks
// Elevator Script
main:
level waittill prespawn
// bind the switches to the elevator
// so it doesnt look weird
$down_switch bind $elevator_cab
$up_switch bind $elevator_cab
// bind triggers to the switches
$down_trigger bind $down_switch
$up_trigger bind $up_switch
// I had it moved up for lighting
$elevator_cab movedown 8
$elevator_cab time 0
$elevator_cab move
// sets the speed to 64 units per second
$elevator_cab speed 64
// starts on floor 1
level.elepos = 1
$elevator_cab2 speed 64
level waittill spawn
thread elevator_prep
end
elevator_prep:
thread movedown
thread moveup
end
movedown:
// waits until the player triggers the trigger
$down_trigger waittill trigger
// if the elevator is on floor 1 then end
// because it cant go down anymore
if (level.elepos == 1)
end
// turns off the triggers
// until the elevator is done moving
$up_trigger nottriggerable
$down_trigger nottriggerable
// sets another variable
local.position = level.elepos
//turns the switch
$down_switch anim turn
// makes some noise
$elevator_cab loopsound lighthouse_run
// says to move to the floor
// below the one that it is on
$elevator_cab moveto $("floor" + (local.position - 1))
$elevator_cab waitmove
$elevator_cab stoploopsound
$down_switch anim idle
// Tells the variable to minus 1 from itself.
// Makes the variable set to the correct floor.
level.elepos--
// turns the triggers back on
$down_trigger triggerable
$up_trigger triggerable
goto elevator_prep
end
moveup:
$up_trigger waittill trigger
// if the elevator is at the top then end
// because it cant go up anymore
if (level.elepos == 2)
end
$down_trigger nottriggerable
$up_trigger nottriggerable
local.position = level.elepos
$up_switch anim turn
$elevator_cab loopsound lighthouse_run
$elevator_cab moveto $("floor" + (local.position + 1))
$elevator_cab waitmove
$elevator_cab stoploopsound
$up_switch anim idle
level.elepos++
$up_trigger triggerable
$down_trigger triggerable
goto elevator_prep
end
Hope This helps mate Thanks
Well one problem I can see is
If the down trigger is used the last line says goto elevator_prep . But if the up switch was never used the prep thread will start a second instance of the moveup thread even though there is one running already that has not ended because of the line $up_trigger waittill trigger . If a person uses the down button again now after the prep thread you have 3 instances of the moveup thread running . So what do you suppose will happen if the next time a player uses the up trigger ? Well all 3 instances of the moveup threads that have been waiting for the trigger to be triggered will all run . Meaning this line level.elepos++ will run 3 times .
Code: Select all
elevator_prep:
thread movedown
thread moveup
end -
1lynx1
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ok bdbodger
ok it stil dont work im gonna use the func_door one see if that works but atm i got a problem when my map loads up it has a massive like blue white and black pyramid flashing all over the joint i cant see what it is i really cant maybe someone can help me
What your seeing is an error cause when too many brushes are touching a single brush . That is an effect mainly seen by badly created ladders that have many rungs and only a single brush for the side rails . It can be anything like that a wall with many brushes along the top or with a railing like this
/forum/viewtopic.php?t=11313&highlight=glitch
/forum/viewtopic.php?t=11313&highlight=glitch
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1lynx1
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- Posts: 141
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thanks again
ok got elevator working now, but does anyone know how to make doors work?
Thanks,
Lynx
Thanks,
Lynx

