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Ok, since not everybody here is acquainted with making lifts/elevators, allow me to explain.

First, lets start with a simple (American- Lep.) definition:
Elevator (el?e?va?tor) noun: A platform or an enclosure raised and lowered in a vertical shaft to transport people or freight.

If you tried making an elevator, you probably noticed there isnt any entity called func_elev or func_elevator. Because, in theory, an elevator is the exact same thing as a train. A train follows a set of paths and so does an elevator. The only difference being that an elevator has a vertical motion.

Now, if you know how to make a train in Half-Life, then stop reading. Making an elevator is the same, save a few minor differences. This tutorial will show you how to make a basic elevator go between 2 floors.

Ok, so now you're ready. The first thing you do is create your elevator. Using brushes and textures.



Mind you that your elevator can have a ceiling or it can look like a simple platform. The choice is yours.

Next, make it a func_train entity. Giving it a name, and some sounds, as well as a first stop value of P1. A speed of 64, and a damage on crush value of ... oh... say... 10000. ;P

Ok, the elevator is done. Good job

Next comes the path_corner entities. The positioning of theses entities is crucial. They must be centered in all 3 views (front, side, and top) with the center of the elevator.



As well, the elevator must be aligned with the 1st floor. Put a path_corner there and give it a name of P1. A next stop target value of P2 and a new train speed of 64. As well, make sure the flag "wait for retrigger" is checked. Now put an other path_corner for the second floor. Following the setup for the first. The only difference is that the name of this one is P2 and the next target value is P1.

Now you need to put a button on both the first and second floors.



For this button, make it target the elevator. Good stuff, now you're done. Just compile and test out your elevator. If it moves to far or too little you just need to adjust the height of your path_corners. Same goes if the elevator touches a wall.

-Wild Card

http://www.angelfire.com/trek/NCC74656/files/elevator_tut.zip


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Discussion
0 starsPosted by 97036 on Tue Dec 13th 2005 at 5:17pm

Lagrabit you should use a func_button and have it target the elevator. Nice tutorial BTW!
0 starsPosted by lagrabit on Wed Mar 9th 2005 at 12:23am

What entity should i do for the button i newbie map maker so help please and thx
0 starsPosted by Foxpup on Sat Dec 18th 2004 at 4:05am

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.
0 starsPosted by MadMan on Sat Oct 9th 2004 at 11:14am

But.. why dont use the func_plat ?

great tut smiley
0 starsPosted by Pvt.Scythe on Sat Oct 9th 2004 at 10:09am

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.
0 starsPosted by matt on Mon Jan 19th 2004 at 11:33am

Thanks, I put one in my map based on this.
0 starsPosted by Agent on Sat Oct 11th 2003 at 2:19am

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.
0 starsPosted by Sinner_D on Fri Sep 26th 2003 at 5:48am

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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