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
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