Re: [article] Lifts (aka elevators)
Posted by Sinner_D on
Fri Sep 26th 2003 at 5:48am
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i was under the impression you had to include a origin for the func_train...is this needed or not?
good tut either way...thnx
Re: [article] Lifts (aka elevators)
Posted by Agent on
Sat Oct 11th 2003 at 2:19am
Agent
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No origins are not required nor even needed. In the Spirit of Half-life mod you can choose to use the origin as the reference point but in normal Half-life it uses the center of the entire entity no matter what.
Just wanted to clear that up. Great tut.
Re: [article] Lifts (aka elevators)
Posted by matt on
Mon Jan 19th 2004 at 11:33am
Posted
2004-01-19 11:33am
matt
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Thanks, I put one in my map based on this.
Re: [article] Lifts (aka elevators)
Posted by Pvt.Scythe on
Sat Oct 9th 2004 at 10:09am
Posted
2004-10-09 10:09am
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There's a simpler method using func_door entity and toggle flag to make an elevator between two floors, this tutorial is less prone to errors though.
Re: [article] Lifts (aka elevators)
Posted by Foxpup on
Sat Dec 18th 2004 at 4:05am
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Because func_plats always do 1 hp damage when they hit something. People might want to change that, which is why you use a func_train.
Good tut.
Re: [article] Lifts (aka elevators)
Posted by lagrabit on
Wed Mar 9th 2005 at 12:23am
Posted
2005-03-09 12:23am
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What entity should i do for the button i newbie map maker so help please and thx
Re: [article] Lifts (aka elevators)
Posted by 97036 on
Tue Dec 13th 2005 at 5:17pm
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Lagrabit you should use a func_button and have it target the elevator. Nice tutorial BTW!