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I need A People Mover

Posted: Sun Feb 01, 2004 4:47 am
by BiG_HeaD
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?

Posted: Sun Feb 01, 2004 4:50 am
by omniscient
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.

Posted: Sun Feb 01, 2004 6:31 am
by BiG_HeaD
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.

Posted: Sun Feb 01, 2004 7:02 am
by omniscient
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.

Posted: Sun Feb 01, 2004 11:42 am
by wacko
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.

Posted: Sun Feb 01, 2004 3:21 pm
by BiG_HeaD
Okay, I made a Small Box(about the size for 4 people) and targetnamed it point1 and made it a script object. I did that for Piont2 aswell.

I dont get what you mean, Make the Elevator though, isnt the points the elevators?

rename

Posted: Sun Feb 01, 2004 9:01 pm
by tltrude
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!

Posted: Sun Feb 01, 2004 10:20 pm
by BiG_HeaD
yeah, n/m on the elevator idea.



tltrude, that script you sent me looked nice, but it ended up not working???

Is their something i missed?

Posted: Mon Feb 02, 2004 4:14 am
by omniscient
the points are locations for the thing to go, they will be invisible in game. the smal box should be targeted elevator.

script

Posted: Mon Feb 02, 2004 9:00 am
by tltrude
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.

Posted: Mon Feb 02, 2004 10:00 pm
by hogleg
could he use a trigger_push?

Posted: Mon Feb 02, 2004 11:54 pm
by omniscient
i thinka a trigger use is best.

Posted: Tue Feb 03, 2004 12:20 am
by wacko
omniscient wrote:i think a a trigger use is best.
depends on what u want to do, because especially a trigger_push is something completely different... (trigger_push pushes entities as if they were caught in a heavy wind)