Re: Simple Elevators
Posted by Drominix on
Fri Dec 3rd 2004 at 12:48am
Posted
2004-12-03 12:48am
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Dec 3rd 2004
Location: USA
Hey, if you have played killbox for HL1 DM, you know how fun it is. I just made an identical killbox for HL2 DM with some added source engine jazz. The gameplay so far is exactly the same and is a complete replica. One thing is stumping me. The damn elevators!!! I just need simple elevators to when you stand on them they go up to a point, wait, and go back down to the starting point. I have tried everything and nothing is working. Could someone tell me how or point me in a direction?
Here is what I have done:
Made 2 path_corner entities. One at possition #1 and one at possition #2.
Made the object for my elevator and attached func_tracktrain to it
In the func_tracktrain I selected possition #2 as first stop target (I have tried changing that to 1 but it didnt work)
Thats it. Please help!
P.S. Anyone had any luck creating spawn points for HL2 DM?
Re: Simple Elevators
Posted by Tracer Bullet on
Fri Dec 3rd 2004 at 3:14am
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How about: that map is practically a killbox! Works for me. Maybe "insult" would be a bit more accurate of a description though.
Re: Simple Elevators
Posted by Tracer Bullet on
Fri Dec 3rd 2004 at 5:40am
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You seem like a good guy even if you are making a killbox so here goes. I'm not much of a HL2 mapper yet, but from looking at the ents here is what you want to do:
Use a func_door as the platform. Set the move direction to "up" or "down" depending on what you want. Now set the "lip" value to the number of units you need your elevator to move. This setup should be functional as is, but if you want the lift to come up to the upper level when a player aproaches it(or down to the lower depending on your default position), you need to use trigger_multiple ents to target your "elevator"
Re: Simple Elevators
Posted by Nanodeath on
Fri Dec 3rd 2004 at 4:11pm
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Also func_movelinear should do the trick...hmm, totally unrelated, but I just noticed the SetPosition input of the entity. Interesting...
Re: Simple Elevators
Posted by diablobasher on
Fri Dec 3rd 2004 at 4:39pm
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Occupation: Spastic, Bannisher of HALO!
Location: England
KILLBOX YOU MAN!!!
lol.
Wow, func_doors as elevator's, i dont know much about source yet, but surely there is another way? I tried to call my bank, and got an answer machine. Surely there must be another way.
Re: Simple Elevators
Posted by Tracer Bullet on
Fri Dec 3rd 2004 at 8:20pm
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I'm sure there are a myriad of other ways. This just happens to be the simplest solution for a two level elevator.
Re: Simple Elevators
Posted by Yak_Fighter on
Fri Dec 3rd 2004 at 8:25pm
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The elevator building technique you should be pursuing is drag-clicking your killbox.vmf file into your desktop Recycle Bin. Once that is complete you should open the Recycle Bin and select Empty Recycle Bin from the toolbar. Congrats, your problem is solved!
Re: Simple Elevators
Posted by Neural Scan on
Fri Dec 3rd 2004 at 8:36pm
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Occupation: Student
Location: England.
You know, as funny (and as off-topic) as this may seem, I haven't yet seen a killbox map listed on hl2dm servers... :/
Re: Simple Elevators
Posted by Drominix on
Fri Dec 3rd 2004 at 10:10pm
Posted
2004-12-03 10:10pm
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Tracer, thank you very much. I will try that in a second. And I shake a fist at you all!! shakes fist
Re: Simple Elevators
Posted by ReNo on
Fri Dec 3rd 2004 at 10:41pm
Posted
2004-12-03 10:41pm
ReNo
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Might as well turn it into a tutorial since you went through the bother :wink:
Re: Simple Elevators
Posted by Nanodeath on
Fri Dec 3rd 2004 at 10:49pm
Posted
2004-12-03 10:49pm
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Nov 11th 2004
Occupation: Student - Bioengineering
Location: Seattle, WA, USA
Lol, yeah, seems like a week is a bit long...
Re: Simple Elevators
Posted by Naklajat on
Fri Dec 3rd 2004 at 11:20pm
Posted
2004-12-03 11:20pm
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Nov 15th 2004
Occupation: Baron
Location: Austin, Texas
i tried making an elevator not too long ago and got the stuttering
movements as well. i recall elevators in hl2 that worked... on to the
sdk docs! and... they contain nothing on elevators! on to google...
Re: Simple Elevators
Posted by Neural Scan on
Fri Dec 3rd 2004 at 11:23pm
Posted
2004-12-03 11:23pm
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Occupation: Student
Location: England.
Could you not make the elevator using physics or something? I remember there being a few parts where that was done in hl2, though I don't know much about physics entities so I can't give much help.
Re: Simple Elevators
Posted by Drominix on
Fri Dec 3rd 2004 at 11:36pm
Posted
2004-12-03 11:36pm
19 posts
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Dec 3rd 2004
Location: USA
WHOOO HOOO. The door method works like a charm. Case closed.
Re: Simple Elevators
Posted by Drominix on
Sat Dec 4th 2004 at 11:47pm
Posted
2004-12-04 11:47pm
19 posts
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Dec 3rd 2004
Location: USA
I get shuddering as well trace. With both methods. And all other maps with elevators in them
Re: Simple Elevators
Posted by Drominix on
Sun Dec 5th 2004 at 2:02am
19 posts
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Dec 3rd 2004
Location: USA
sigh I just remade the original map and tried to stay true to it. Because i personaly liked it. It wasnt like I wanted to win the map award for it or anything. But Thank you for your concern orph.
Re: Simple Elevators
Posted by Orpheus on
Sun Dec 5th 2004 at 2:18am
Orpheus
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we stand at a crossroad, go one way, offend worse, go another and the other party is left ignorant.
i think i will stand at the crossroad and not proceed one more step.
good luck.
/me bows out.
Re: Simple Elevators
Posted by Cyantist on
Mon Dec 6th 2004 at 5:10pm
12 posts
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Nov 26th 2004
Perhaps the stuttering is because it treats the elevator as a physics
object? In HL MP the physics aren't full-on and generally want to
kick you off of physics objects you're standing on. This causes
stuttering when you're squarely on top of a physics object.
If so, certainly there's got to be a better way. To treat
elevators as physics objects and cause stuttering is to be worse off
(for this one function) than very old FPS MP games. There -has-
to be a way to create a regular old elevator sans stuttering.
I'd love to hear about it if so..
Re: Simple Elevators
Posted by ben_j_davis on
Mon Dec 6th 2004 at 5:22pm
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Mar 22nd 2004
Ah Killbox maps, brings back memories of sweaty seats and ridiculous frag counts.
I know to all you serious mappers that the killbox represents something you created when pissing about with Worldcraft for the first time. These maps don't need to be taken seriously. The truth is the first killbox was actually quite good, its pure simplicity. A player never gets lost and gets plenty of practice shooting a variety of weapons, its total madness, no tactics are needed. I still wander on to these types of maps occansionally just to vent some frustration.
Re: Simple Elevators
Posted by StormSeed on
Tue Dec 7th 2004 at 10:57am
Posted
2004-12-07 10:57am
5 posts
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Registered:
Dec 7th 2004
Occupation: Programmer
Location: South Africa
The stuttering is probably caused by incorrect prediction by the network code.
It seems for elevators it predicts that the thing should stay still, but doesn't.
For the hovercraft it predicts that it should move at constant
velocity, so it only stutters when it accelarates or changes direction.
The buggy/jeep works fine though (except for the gun), so there will probably later be some fixes to HL2DM.
You might try doing an actual physics elevator, if you can figure out how to do the cables, pulleys and motors.
Re: Simple Elevators
Posted by Nickelplate on
Mon Dec 27th 2004 at 1:49pm
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The stuttering is caused by multiplayer world physics. In single player source engine is set to use higher FPS and more detail per second, such as movement, FPS on sprites and models and higher DPI on model skins. In Multiplayer, Everything is scaled down. Including all movement factors this is to help with the lag problem that is boundto accompany such a complex game in MP. What they didnt take into consideration was that when some things are scaled down as such, they miss vital frames so instead of going up in frames 1,2,3,4,5,6,7,8,9, in singleplayer, you go in 1,3,5,7,9 in the same amount of time so it's just like taking the FPS down in a video file.
Re: Simple Elevators
Posted by StormSeed on
Fri Jan 7th 2005 at 10:10am
Posted
2005-01-07 10:10am
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Registered:
Dec 7th 2004
Occupation: Programmer
Location: South Africa
I've done some careful tests with physics objects.
It seems that what actually happens is that the player-prediction and
the physics prediction are seperate from each other (understandably).
When the player pushes a physics object, this creates an
impulse/force/something that causes it to move and the prediction
handles it from there using the physics engine.
Physics for players however is much simpler and works
differently. When a physics object hits a player the client waits
for a message from the server to tell it what happened, without doing
any prediction. The jumpiness is caused by the delay while its
waiting.
I think it may be possible to fix this with a mod, rather than a
patch. Unfortunately I haven't delved into the modding side yet,
so I may be wrong.