elevator help

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

Moderator: Moderators

Post Reply
neillomax
Lieutenant General
Posts: 880
Joined: Thu Jun 23, 2005 6:57 am

elevator help

Post by neillomax »

from topic at TMT. (moh/mapping/elevator) w/pic

also, how do you trigger the sound for the elevator in radiant?

EDIT: how do you set speed at which the elevator climbs?

I have one elevator that goes from left to right...(following the floor ).. How do you make the trigger travel along with it?

also: how do you make it NOT return to it's origin after activation?

new question........... how do you activate it then stop it at any point and then active trigger again and make it resume it's path?

also, I did get it to work with origin brush. I know these tut's are old here and maybe they're not up to date on that?.....
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Re: elevator help

Post by jv_map »

I would suggest picking up the mw_airport map from Phobia's database, it contains a fully working elevator with script and .map file to analyse :).

http://www.mohaaaa.co.uk/AAAAMOHAA/cont ... rn-warfare
Image
neillomax
Lieutenant General
Posts: 880
Joined: Thu Jun 23, 2005 6:57 am

Re: elevator help

Post by neillomax »

thanks, I'll take a look when I get a chance. I did make 3 elevators in a map for practice ( see tmt ) but don't currently have moh loaded due to "spring cleaning"

http://www.modtheater.com/threads/elevator.38913/

got it to work with an "origin" brush too. saw a few tut's where it wouldn't or didn't. (all in radiant/no scripting)

next step is to learn how to attach sound to it.
Last edited by neillomax on Sun Aug 25, 2013 1:19 pm, edited 1 time in total.
neillomax
Lieutenant General
Posts: 880
Joined: Thu Jun 23, 2005 6:57 am

Re: elevator help

Post by neillomax »

sorry J.V. no .map file included in pk3 file. a lot of those listed as having .map files don't.
BatteryAziz
Moderator
Posts: 82
Joined: Tue Jun 15, 2010 4:44 pm

Re: elevator help

Post by BatteryAziz »

i assume you had some of your questions answered already. Is your focus solely on radiant? You can get basic elevators to work just in radiant without much scripting but I actually don't recommend it. You can do a lot more easy adjusting if you focus on scripting. Just make the brushes, triggers, some script_origin's for reference, set the targetnames, and start scripting.

So what kind of elevator are you still ooking for exactly? I could make you a .map and script. If you're trying to make something very specific, I could take a look at what you've got so far and get it working. ;)
neillomax
Lieutenant General
Posts: 880
Joined: Thu Jun 23, 2005 6:57 am

Re: elevator help

Post by neillomax »

I made a .map already. ( see link to TMT above ) have most things ironed out except making sound I want work when elevator moves. ........ or maybe an "elevator" move on a 45degree angle. still working on that one.

I don't script very well. that's why I try to make as much work as possible within radiant.
BatteryAziz
Moderator
Posts: 82
Joined: Tue Jun 15, 2010 4:44 pm

Re: elevator help

Post by BatteryAziz »

the commands involved in elevators are very simple. once you understand what does what, it's way easier than doing it all in radiant (and saves a lot of time). i started out with just playing with func_door elevators but found it very limiting. some things simply require scripting, and i can help you with that.

for the sound thing, this is what i do. I unzip pak3 to some folder and browse for the right sound. for elevators there's "crane_run.wav", "Mec_ElevatorGate_03.wav", "Mec_ElevatorRun_01.wav" for example (sound\mechanics\ ... ).
in the main script after level waittill spawn i then add the following:

Code: Select all

level waittill spawn

local.master = spawn ScriptMaster
local.master aliascache snd_elevatorstart sound/mechanics/DoorHatchOpen_02.wav soundparms 1.0 0.2 1.0 0.2 200 2000 auto loaded maps "obj dm"
local.master aliascache snd_elevatormove sound/mechanics/Crane_run.wav soundparms 0.45 0.05 1.0 0.0 300 2500 auto loaded maps "obj dm"
local.master aliascache snd_elevatorstop sound/mechanics/Gate_Metal_Locked.wav soundparms 1.0 0.2 1.0 0.2 200 2000 auto loaded maps "obj dm"
the numbers after soundparms are maximum-minimum volume/pitch/radius y (1.0 0.2 1.0 0.2 200 2000 is default)
I can then play the sounds with $my_elevator playsound snd_elevatorstart or $my_elevator loopsound snd_elevatormove etc etc (use $my_elevator stoploopsound to stop).

as for moving in a 45 degree angle (or any angle), take a look at this page half way under "movement". you can usemoveup or movedown together with moveForward, moveBackward, moveLeft, moveRight. For example:

$my_elevator moveup 300
$my_elevator moveForward 300
$my_elevator waitmove

or, if you have some script_origin's defined, you can simply use $my_elevator moveto $my_origin whereever that is (no need to fiddle with exact up/down/left/right units).


also to get into that question from your first post, for an elevator with a control panel on it (to start/stop/move when you want) you're definitely going to need to script it. you let an unending while-loop check which button you're pushing and let it move only 4 or 8 units before you check again if that button is still being pushed. i can help you with that as well. :P
neillomax
Lieutenant General
Posts: 880
Joined: Thu Jun 23, 2005 6:57 am

Re: elevator help

Post by neillomax »

I'll take you up on your offers. sometime during the next week or 2 when I have time I'll load mohaa and radiant and look to see if I saved any of my stuff and try to add the sound.
Post Reply