Elevator Problem

Elevator Problem

Re: Elevator Problem Posted by Dragon_Slayer on Sun Mar 11th 2007 at 8:30pm
Dragon_Slayer
12 posts
Posted 2007-03-11 8:30pm
12 posts 1 snarkmarks Registered: Aug 22nd 2006 Occupation: College Student Location: USA
Ok, I have an elevator that starts when the map starts. It will go up to the second floor and back down to the first floor with no problem. However, I want the elevator to stop for about 4 seconds when it reaches the top and to stop for 4 seconds when it reaches the bottom. this way you can step onto it and step off with no problems. This elevator doesnt use buttons, and i dont want it to. A great example of what i want is in the map: dm_deserttower. the elevator in that map starts without buttons, and stops for loading and unloading.

Any one know how i can get the elevator to stop when it reaches the floor, and resume to the next stop automatically? If i cant get this kind of elevator to work, how do you make one where you step on it and it moves?
Re: Elevator Problem Posted by Natus on Sun Mar 11th 2007 at 10:18pm
Natus
570 posts
Posted 2007-03-11 10:18pm
Natus
member
570 posts 76 snarkmarks Registered: Jan 28th 2005 Location: Denmark
Create a func_tracktrain, this will be the elevator platform, next crate 2 path_tracks, name them something like path1 and path2, set the elevators next stop target to path2 (assuming the elevator is spawning at path1).

Next go to the path_track named path2, set the wait here value to 4 seconds, and the next stop target to path1, at path1 do the same as above, but with path2 as the next stop target.

The elevator should repeat going up at down, stopping 4 seconds at each path_track
Re: Elevator Problem Posted by Dragon_Slayer on Tue Mar 13th 2007 at 5:50am
Dragon_Slayer
12 posts
Posted 2007-03-13 5:50am
12 posts 1 snarkmarks Registered: Aug 22nd 2006 Occupation: College Student Location: USA
Odd, i dont have a wait here value. all i see on the path_track are these: name, parent, pitch yaw roll, next stop target, branch path, new train speed, path radius, and orientation type. Dont see a wait here value...?
Re: Elevator Problem Posted by Natus on Tue Mar 13th 2007 at 9:09am
Natus
570 posts
Posted 2007-03-13 9:09am
Natus
member
570 posts 76 snarkmarks Registered: Jan 28th 2005 Location: Denmark
Oh yea...my bad, i was tired, looked at the path corner and guessed that the path_track had a wait here option as well.

anyway.
If you set up a path_track elevator, you can put these inputs into the 2 path_trakcs.

OnPass
Target entitys named: (name of the func_tracktrain)
stop

And another one.

OnPass
Target entitys named: (name of the func_tracktrain)
Resume
After a 4 second delay.

That should do it.

Oh yea here's a demonstration map.
Re: Elevator Problem Posted by Dragon_Slayer on Tue Mar 13th 2007 at 10:04pm
Dragon_Slayer
12 posts
Posted 2007-03-13 10:04pm
12 posts 1 snarkmarks Registered: Aug 22nd 2006 Occupation: College Student Location: USA
Hey..thats it :smile: !!

thanks for your help!
Re: Elevator Problem Posted by Stadric on Wed Mar 14th 2007 at 12:26am
Stadric
848 posts
Posted 2007-03-14 12:26am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
Then mark him as correct.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying