Re: [article] Lifts (aka elevators)
Posted by Sinner_D on Fri Sep 26th at 5:48am 2003
i was under the impression you had to include a origin for the func_train...is this needed or not?
good tut either way...thnx

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Re: [article] Lifts (aka elevators)
Posted by Agent on Sat Oct 11th at 2:19am 2003
No origins are not required nor even needed. In the Spirit of Half-life mod you can choose to use the origin as the reference point but in normal Half-life it uses the center of the entire entity no matter what.
Just wanted to clear that up. Great tut.

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Re: [article] Lifts (aka elevators)
Posted by matt on Mon Jan 19th at 11:33am 2004
Thanks, I put one in my map based on this.

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Re: [article] Lifts (aka elevators)
Posted by Pvt.Scythe on Sat Oct 9th at 10:09am 2004
There's a simpler method using func_door entity and toggle flag to make an elevator between two floors, this tutorial is less prone to errors though.

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Re: [article] Lifts (aka elevators)
Posted by Foxpup on Sat Dec 18th at 4:05am 2004
Because func_plats always do 1 hp damage when they hit something. People might want to change that, which is why you use a func_train.
Good tut.

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Re: [article] Lifts (aka elevators)
Posted by lagrabit on Wed Mar 9th at 12:23am 2005
What entity should i do for the button i newbie map maker so help please and thx
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Re: [article] Lifts (aka elevators)
Posted by 97036 on Tue Dec 13th at 5:17pm 2005
Lagrabit you should use a func_button and have it target the elevator. Nice tutorial BTW!
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