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Re: Func_Door as Elevator?
Posted by HazardGameR^ on Thu Dec 1st at 5:59pm 2005
Posted by HazardGameR^ on Thu Dec 1st at 5:59pm 2005
Could you, in theory, use func_door as an elevator? Know this is a stupid question
PLEASE don't link to a tutorial!
HazardGameR^
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Re: Func_Door as Elevator?
Posted by ReNo on Thu Dec 1st at 6:13pm 2005

ReNo
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Posted by ReNo on Thu Dec 1st at 6:13pm 2005
It's not stupid at all
" SRC="images/smiles/icon_smile.gif"> The answer is yes, and often, at least in
HL1, it was a simple and useful method of doing so. I'm sure it's still
a valid method in HL2, though I haven't tried it out personally so
can't confirm it. Using the "lip" value you can control how far the
door should move when opened, and if you specify it should move on the
z-axis then it will move vertically. These two properties let you build
a simple elevator.
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Re: Func_Door as Elevator?
Posted by Addicted to Morphine on Thu Dec 1st at 6:45pm 2005
Posted by Addicted to Morphine on Thu Dec 1st at 6:45pm 2005
Yes, and if I remember correctly oftentimes it was less buggy than the func_elevator entity.
Re: Func_Door as Elevator?
Posted by Naklajat on Thu Dec 1st at 6:46pm 2005

Naklajat
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Posted by Naklajat on Thu Dec 1st at 6:46pm 2005
If you're planning on using it (or any moving platform) for CS:S,
you're out of luck. The way the net code works makes the player skip
around horribly on any moving platform (unless they have fixed this,
and I doubt that). If its for HL2 single player it'll work no sweat,
and I'm not sure about moving stuff in HL2DM, i think it works alright.
Just a little heads up
" SRC="images/smiles/icon_smile.gif">
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=o
Re: Func_Door as Elevator?
Posted by wil5on on Thu Dec 1st at 10:06pm 2005

wil5on
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Posted by wil5on on Thu Dec 1st at 10:06pm 2005
Its ideal for Quake-style elevators that you step on to activate, since func_door usually activates on contact.
wil5on
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