Simple Elevators

Simple Elevators

Re: Simple Elevators Posted by Drominix on Fri Dec 3rd 2004 at 12:48am
Drominix
19 posts
Posted 2004-12-03 12:48am
Drominix
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19 posts 12 snarkmarks Registered: 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 2:19am
Tracer Bullet
2271 posts
Posted 2004-12-03 2:19am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Drominix</DIV>
<DIV class=quotetext>Hey, if you have played killbox for HL1 DM, you know how fun it is. </DIV></DIV>

Oh, the horror! Make the voices stop! :grenade: If there is ever a time when that smiley is appropriate, this is it.

I'm quite torn actually. It's kind of a duty for those of us with more experience to help newer members of the community, but on the other hand, I can't condone blasphemy. This is almost a serious ethical dilemma. It's like deciding whether to teach someone how to shoot a gun when you know they are going to go around blowing the heads off of puppies.
Just for your personal edification Drominix, "killbox" is something of a swear word around here.
Re: Simple Elevators Posted by Spartan on Fri Dec 3rd 2004 at 2:31am
Spartan
1204 posts
Posted 2004-12-03 2:31am
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<DIV class=quote>
<DIV class=quotetitle>? quoting Tracer Bullet</DIV>
<DIV class=quotetext>
Just for your personal edification Drominix, "killbox" is something of a swear word around here.

</DIV></DIV>

Your such a killbox Tracer. I'm going to killbox your mother. Look at those killboxers over there.
Hmmm doesn't really work to well for me Tracer.
Re: Simple Elevators Posted by Tracer Bullet on Fri Dec 3rd 2004 at 3:14am
Tracer Bullet
2271 posts
Posted 2004-12-03 3:14am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
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 Drominix on Fri Dec 3rd 2004 at 3:29am
Drominix
19 posts
Posted 2004-12-03 3:29am
Drominix
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19 posts 12 snarkmarks Registered: Dec 3rd 2004 Location: USA
You guys are real helpful :lol: . I submitted v1 to the maps section. Check it out. But I still need help on elevators.
Re: Simple Elevators Posted by Tracer Bullet on Fri Dec 3rd 2004 at 5:40am
Tracer Bullet
2271 posts
Posted 2004-12-03 5:40am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
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
Nanodeath
356 posts
Posted 2004-12-03 4:11pm
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
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
diablobasher
143 posts
Posted 2004-12-03 4:39pm
143 posts 44 snarkmarks Registered: Oct 18th 2003 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
Tracer Bullet
2271 posts
Posted 2004-12-03 8:20pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
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
Yak_Fighter
1832 posts
Posted 2004-12-03 8:25pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
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 Tracer Bullet on Fri Dec 3rd 2004 at 8:33pm
Tracer Bullet
2271 posts
Posted 2004-12-03 8:33pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Yak_Fighter</DIV>
<DIV class=quotetext>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! </DIV></DIV>
I should think "shift+delete" would be a bit more efficient, if equally effective.
Re: Simple Elevators Posted by Neural Scan on Fri Dec 3rd 2004 at 8:36pm
Neural Scan
150 posts
Posted 2004-12-03 8:36pm
150 posts 85 snarkmarks Registered: Jun 28th 2003 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 Yak_Fighter on Fri Dec 3rd 2004 at 8:55pm
Yak_Fighter
1832 posts
Posted 2004-12-03 8:55pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
give it a week
Re: Simple Elevators Posted by Drominix on Fri Dec 3rd 2004 at 10:10pm
Drominix
19 posts
Posted 2004-12-03 10:10pm
Drominix
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19 posts 12 snarkmarks Registered: Dec 3rd 2004 Location: USA
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 Tracer Bullet on Fri Dec 3rd 2004 at 10:40pm
Tracer Bullet
2271 posts
Posted 2004-12-03 10:40pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I was bored, so here is an example map showing how to make a lift with either a func_door or a func_movelinear. The func_door solution is less complex, but the func_movelinear seems somewhat less problematic. your choice.

DOWNLOAD

Edit:

With both of these solutions, I end up with a sort of stutter where it seems like the lift vibrates when I am on it. This may simply be due to the fact that I am running at less than the minimum system requirements for HL2, but I don't know. I'd appreciate notification should anyone else experiences the same problem.
Re: Simple Elevators Posted by ReNo on Fri Dec 3rd 2004 at 10:41pm
ReNo
5457 posts
Posted 2004-12-03 10:41pm
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Might as well turn it into a tutorial since you went through the bother :wink:
Re: Simple Elevators Posted by Spartan on Fri Dec 3rd 2004 at 10:44pm
Spartan
1204 posts
Posted 2004-12-03 10:44pm
Spartan
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<DIV class=quote>
<DIV class=quotetitle>? quoting Yak_Fighter</DIV>
<DIV class=quotetext>give it a week

</DIV></DIV>
Yes because for noobs it takes about a week to figure out how to hollow the box first.
Re: Simple Elevators Posted by Nanodeath on Fri Dec 3rd 2004 at 10:49pm
Nanodeath
356 posts
Posted 2004-12-03 10:49pm
356 posts 66 snarkmarks Registered: 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
Naklajat
1137 posts
Posted 2004-12-03 11:20pm
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1137 posts 384 snarkmarks Registered: 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
Neural Scan
150 posts
Posted 2004-12-03 11:23pm
150 posts 85 snarkmarks Registered: Jun 28th 2003 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
Drominix
19 posts
Posted 2004-12-03 11:36pm
Drominix
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19 posts 12 snarkmarks Registered: Dec 3rd 2004 Location: USA
WHOOO HOOO. The door method works like a charm. Case closed.
Re: Simple Elevators Posted by Orpheus on Sat Dec 4th 2004 at 12:30pm
Orpheus
13860 posts
Posted 2004-12-04 12:30pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Neural Scan</DIV>
<DIV class=quotetext>You know, as funny (and as off-topic) as this may seem, I haven't yet seen a killbox map listed on hl2dm servers... :/</DIV></DIV>

thats because, so far the editor is smarter than the Idots who make/play killboxes.

hammer is not quite as easy to set up as it was before. its levels above these people.
as yak said, give it a week, or perhaps a month.
Re: Simple Elevators Posted by Drominix on Sat Dec 4th 2004 at 8:10pm
Drominix
19 posts
Posted 2004-12-04 8:10pm
Drominix
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19 posts 12 snarkmarks Registered: Dec 3rd 2004 Location: USA
except I finished it yesterday orph........I guess I am an idiot for teaching myself most of hammer on my own. :leper:
Re: Simple Elevators Posted by Drominix on Sat Dec 4th 2004 at 11:47pm
Drominix
19 posts
Posted 2004-12-04 11:47pm
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19 posts 12 snarkmarks Registered: 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 Tracer Bullet on Sun Dec 5th 2004 at 1:22am
Tracer Bullet
2271 posts
Posted 2004-12-05 1:22am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Yes, but in HL2-SP there are lifts that work fine :wtf:

I'm betting you will have to use a func_tracktrain or something similar to get it working smoothly, but I can't be bothered at the moment to figure it out.
Re: Simple Elevators Posted by Orpheus on Sun Dec 5th 2004 at 1:40am
Orpheus
13860 posts
Posted 2004-12-05 1:40am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Drominix</DIV>
<DIV class=quotetext>except I finished it yesterday orph........I guess I am an idiot for teaching myself most of hammer on my own. :leper: </DIV></DIV>

you sound offended, that was not really my intention. i realize that, that is normal, but truly not my goal.

the HL2 engine, and quite frankly the HL1 engine as well is capable of so much more, that anyone who would willingly limit themselves to a killbox map is an affront to me, and to almost everyone i know.

we do however all share a common belief, that the author should feel free to create whatever they wish, and as tracer tried hard to do, he was attempting to be gentile with you on such a horrid subject.

push yourself, just a tiny bit, and you will come to realize the full satisfaction of creating something to be proud of.

i can assure you this much, when you finally create a real map, you will wish that you could remove any killboxes with your name on them.
my advice, do not release anything till you work past this killbox thing.
Re: Simple Elevators Posted by Drominix on Sun Dec 5th 2004 at 2:02am
Drominix
19 posts
Posted 2004-12-05 2:02am
Drominix
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19 posts 12 snarkmarks Registered: 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
13860 posts
Posted 2004-12-05 2:18am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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
Cyantist
12 posts
Posted 2004-12-06 5:10pm
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12 posts 1 snarkmarks Registered: 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
ben_j_davis
69 posts
Posted 2004-12-06 5:22pm
69 posts 27 snarkmarks Registered: 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
StormSeed
5 posts
Posted 2004-12-07 10:57am
5 posts 1 snarkmarks 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 alingrecea on Mon Dec 27th 2004 at 6:47am
alingrecea
18 posts
Posted 2004-12-27 6:47am
18 posts 2 snarkmarks Registered: Dec 27th 2004 Occupation: Student Location: USA
Hey smarties outthere i need a big amount of tutorial on how to make an elevator in HL2 On many levels and and to make it able to go from the 1st floor to the last whithout stopping on intermediary floors. and also opening the doors and what entities do i need. PLease pretty please. :confused:
Re: Simple Elevators Posted by genesisrage on Mon Dec 27th 2004 at 7:18am
genesisrage
33 posts
Posted 2004-12-27 7:18am
33 posts 3 snarkmarks Registered: Dec 12th 2004
<DIV class=quote>
<DIV class=quotetitle>? quoting alingrecea</DIV>
<DIV class=quotetext>Hey smarties outthere i need a big amount of tutorial on how to make an elevator in HL2 On many levels and and to make it able to go from the 1st floor to the last whithout stopping on intermediary floors. and also opening the doors and what entities do i need. PLease pretty please. :confused: </DIV></DIV>

not a problem, i made this awhile ago, but need to change some stuff around before they will post it on this site
http://eq2info.net/hl2stuff/elevator.htm
this should do everything you want, if there is any questions or need some additional help, feel free to email or IM me.
Re: Simple Elevators Posted by Nickelplate on Mon Dec 27th 2004 at 1:49pm
Nickelplate
2770 posts
Posted 2004-12-27 1:49pm
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
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
StormSeed
5 posts
Posted 2005-01-07 10:10am
5 posts 1 snarkmarks 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.