I need A People Mover
Moderator: Moderators
I need A People Mover
I need something that will Move a Person In a downward Motion about 2,000 units and its gotta be done relativly fast so they dont relize How far they have gone.
Ive seen many elevators, but none that go far down.
Does anybody know?
Ive seen many elevators, but none that go far down.
Does anybody know?
Ive played more than u.
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omniscient
- Major General
- Posts: 694
- Joined: Tue Sep 16, 2003 12:02 am
well, its not that hard really.
targetname ur elevator elevator
make to points, a start and a finish, target name the point1 and point2
in your script add
$elevator moveto point2
$elevator speed 1000 (tweak the valur for the speed u want or use "time 1")
$elevator move
do the same thing but use point one whne going up.
targetname ur elevator elevator
make to points, a start and a finish, target name the point1 and point2
in your script add
$elevator moveto point2
$elevator speed 1000 (tweak the valur for the speed u want or use "time 1")
$elevator move
do the same thing but use point one whne going up.

Omni-
I have only basic Knowledge of Scripting, so i dont know what to do really.
Okay, how do you make a Point? I just want it to be a Flat Surface, If i need to i could make Four Walls that go down too.
If i sent you the .map, could you help me out?
I could take a picture of where i want it.
I have only basic Knowledge of Scripting, so i dont know what to do really.
Okay, how do you make a Point? I just want it to be a Flat Surface, If i need to i could make Four Walls that go down too.
If i sent you the .map, could you help me out?
I could take a picture of where i want it.
Ive played more than u.
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omniscient
- Major General
- Posts: 694
- Joined: Tue Sep 16, 2003 12:02 am
this is more of a scripting question, but ill do it more in detail for ya.
1 - make a brush where point1, right click it, and goto script->object.
2 - select that brush and give it this key/value targetname/point1
3 - do the same this as with point1, except label this point2 and put it where point2 will be
4 - create ur brush to be seen ingame, the elevatr or w/e, make it a scriptobject, targetname it elevator
now u have the required brushes, get back to me on how exactly u want this elevator to be called. like a button, does it go up and down continuously. does it go up, then down the wait again, etc.
1 - make a brush where point1, right click it, and goto script->object.
2 - select that brush and give it this key/value targetname/point1
3 - do the same this as with point1, except label this point2 and put it where point2 will be
4 - create ur brush to be seen ingame, the elevatr or w/e, make it a scriptobject, targetname it elevator
now u have the required brushes, get back to me on how exactly u want this elevator to be called. like a button, does it go up and down continuously. does it go up, then down the wait again, etc.

You could take a look at this thread:
http://dynamic4.gamespy.com/~map/mohaa/ ... teleporter
I did a teleporter and this might be something u could use as well. There's a example map which ought to be easy to adjust to your needs.
http://dynamic4.gamespy.com/~map/mohaa/ ... teleporter
I did a teleporter and this might be something u could use as well. There's a example map which ought to be easy to adjust to your needs.
rename
The two points are destination markers. You can use Info_waypoints for them, or small (nonsolid) script_object brushes with nodraw texture--easier to just use waypoints. The elevator (car or platform) should be targetnamed too. The elevator will end up with its center at the center of the waypoints, so position them carefully. You'll also need some kind of trigger. If it is automattic, a trigger_multiple would be best--give it a targetname too.
Then take all your targetnames over to the scripting forum!
Then take all your targetnames over to the scripting forum!
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omniscient
- Major General
- Posts: 694
- Joined: Tue Sep 16, 2003 12:02 am
script
It is probably how you have the files name. In your script the name had capital letters, so I named the script file with capital letters. The bsp file would have to use capital letters in its name as well, for it to work.
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omniscient
- Major General
- Posts: 694
- Joined: Tue Sep 16, 2003 12:02 am
