elevator setup

elevator setup

Re: elevator setup Posted by BlisTer on Mon Jun 18th 2007 at 7:18am
BlisTer
801 posts
Posted 2007-06-18 7:18am
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
So i want a reliable elevator which you can't keep up top. It should always reset to the bottom. Also it should be done with triggers, not buttons.

Right now i have this but there's a flaw when you jump off the top and exit downstairs, in which case it stays up top (unless you walk on the little ledges at the side downstairs).

User posted image

The OnEndTouch has a delay of 5 (so long enough to startforward after it reached the top node.
Re: elevator setup Posted by Riven on Mon Jun 18th 2007 at 5:35pm
Riven
1640 posts
Posted 2007-06-18 5:35pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
I would just have the elevator return automatically down to the bottom after a delay once it reached the 2nd pathtrack. That way, if the player wished to return to the floor safely, while remaining on the tracktrain, then he could.

I think though, the problem is that you need to tell the func_tracktrain to start backwards to return to the first pathtrack instead of "StartForward."
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Re: elevator setup Posted by BlisTer on Mon Jun 18th 2007 at 7:54pm
BlisTer
801 posts
Posted 2007-06-18 7:54pm
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
Thx m8, i wasn't thinking as far that you can set the pathtrack to both stop AND startbackward, only with a delay..
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