Re: Elevator doors
Posted by erbetal on
Sun Aug 17th 2008 at 1:53pm
erbetal
member
87 posts
11 snarkmarks
Registered:
Mar 29th 2008
Location: Canada
I dont know how to group doors to a train entity, i've tried in the editor but my door, even if grouped are not with the elevator.
Re: Elevator doors
Posted by Sim on
Tue Aug 19th 2008 at 2:53am
Sim
member
257 posts
96 snarkmarks
Registered:
Sep 30th 2002
Occupation: Student
Location: UK
You can probably get doors moving with the elevator without SoHL, but it would be an ugly entity-heavy setup, which is why most lifts don't come with doors, or they use a level change instead.
I've written up a rough idea of how to work it here, this assumes that you have a lift that starts at the bottom, whose doors are open when stationary, and is triggered by walking into the lift. I have not tested this! Getting the lift doors to shut even if you block them and without killing you is harder. I got it to work (doors were outside the lift in that case, but should be same premise) but here are the basics:
Lift
func_train (this is the thing that looks like a lift, minus the doors)
name: lift
first stop target: lift_bottom
path_corner (this is the bottom floor the lift moves to)
name: lift_bottom
next stop target: lift_top
[wait for retrigger]
path_corner (this is the top floor the lift moves to)
name: lift_top
next stop target: lift_bottom
[wait for retrigger]
Doors
func_train (left lift door)
name: lift_doors
first stop target: lift_doors_bl2 (bl2 = bottom floor, left door, 2 = open door starts open))
func_train (right lift door)
name: lift_doors
first stop target: lift_doors_br2
path_corner (left lift door, closed position for bottom floor)
name: lift_doors_bl1
next stop target: lift_doors_bl2
[wait for retrigger]
path_corner (left lift door, open position for bottom floor)
name: lift_doors_bl2
next stop target: lift_doors_bl1
[wait for retrigger]
path_corner (right lift door, closed position for bottom floor)
name: lift_doors_br1
next stop target: lift_doors_br2
[wait for retrigger]
path_corner
name: lift_doors_br2 (right lift door, open position for bottom floor)
next stop target: lift_doors_br1
[wait for retrigger]
Triggering lift
trigger_multiple (put this inside lift at bottom where player will walk)
target: lift_bmm
multi_manager (bottom multi_manager)
name: lift_bmm
lift_doors: 2
lift_doors_bct: 4
lift: 4
lift_doors#1: 4
trigger_changetarget (when the left door is closed it makes the door move up with the lift when triggered instead of opening again)
name: lift_doors_bct (bct = changetarget for bottom floor)
target: lift_doors_bl1
new target: lift_doors_tl1
trigger_changetarget (when the right door is closed it makes the door move up with the lift when triggered instead of opening again)
name: lift_doors_bct
target: lift_doors_br1
new target: lift_doors_tr1
Obviously you'll need to copy a trigger, multi_manager, path_corner's and trigger_changetarget's for the top floor of the lift. Hope this helps.
Re: Elevator doors
Posted by erbetal on
Tue Aug 19th 2008 at 12:36pm
Posted
2008-08-19 12:36pm
erbetal
member
87 posts
11 snarkmarks
Registered:
Mar 29th 2008
Location: Canada
Wow, I think im gonna go see SoHL !!!
Re: Elevator doors
Posted by erbetal on
Thu Aug 21st 2008 at 3:08pm
erbetal
member
87 posts
11 snarkmarks
Registered:
Mar 29th 2008
Location: Canada
Do you guys know where exactly I can get spirit of half life ? And how it works...