best elevator for css hostages

best elevator for css hostages

Re: best elevator for css hostages Posted by StixNStonz on Tue Jun 7th 2005 at 12:28am
StixNStonz
71 posts
Posted 2005-06-07 12:28am
71 posts 17 snarkmarks Registered: Feb 25th 2005 Occupation: student Location: canada
well

i need an elevator (the method of making it, not the actual brushes :razz: ), that can transport hosties. I'm fine with it being an 'expensive' one, if itll do the trick. I'd even be fine with it being solely from one floor to another, though multiple floors would be best.
Re: best elevator for css hostages Posted by French Toast on Tue Jun 7th 2005 at 12:44am
French Toast
3043 posts
Posted 2005-06-07 12:44am
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
I believe there is a tutorial on this on the Pit. I'm too lazy to find it though.
Re: best elevator for css hostages Posted by StixNStonz on Tue Jun 7th 2005 at 1:06am
StixNStonz
71 posts
Posted 2005-06-07 1:06am
71 posts 17 snarkmarks Registered: Feb 25th 2005 Occupation: student Location: canada
http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=151

found it. But, this looks like HLDM. And remember... this needs to transport hosties. I know that there are cheaps ways of doing things, and expensive ones. I just need to know what would be best for hosties, also, how the paths for hosties comes into play here.

Having read up a bit on hosties and navs, sounds like one option would be to run the nav_generator such that the two elevator stop doors (not of the elevator itself) are open, place the opened elevator at one stop (so it gets a nav point), then use those crazy commands to insert another nav point at the other stop, and then connect the two.

Any ideas?
Re: best elevator for css hostages Posted by StixNStonz on Thu Jun 9th 2005 at 1:35am
StixNStonz
71 posts
Posted 2005-06-09 1:35am
71 posts 17 snarkmarks Registered: Feb 25th 2005 Occupation: student Location: canada
guys?

i know hosties are wack, they can barely handle simple stairs without tinkering. I need to know about this elevator situation! :razz:
Re: best elevator for css hostages Posted by French Toast on Thu Jun 9th 2005 at 3:09am
French Toast
3043 posts
Posted 2005-06-09 3:09am
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
Mess around. Make some elevators and see what works best.
Re: best elevator for css hostages Posted by StixNStonz on Thu Jun 9th 2005 at 5:44am
StixNStonz
71 posts
Posted 2005-06-09 5:44am
71 posts 17 snarkmarks Registered: Feb 25th 2005 Occupation: student Location: canada
but do nav_generate's make use of elevators?!
Re: best elevator for css hostages Posted by Madedog on Thu Jun 9th 2005 at 8:02am
Madedog
487 posts
Posted 2005-06-09 8:02am
Madedog
member
487 posts 128 snarkmarks Registered: Jan 5th 2005 Occupation: Level Designer Location: Estonia
Only way to find out, is to try it...
HL2 tutorials 'n' stuff: http://madedog.pri.ee
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Re: best elevator for css hostages Posted by StixNStonz on Thu Jun 9th 2005 at 8:46pm
StixNStonz
71 posts
Posted 2005-06-09 8:46pm
71 posts 17 snarkmarks Registered: Feb 25th 2005 Occupation: student Location: canada
or to post on forums

I havnt exactly used navs before, so i didnt want to get knee deep into the sh*t then realize it was completely pointless
Re: best elevator for css hostages Posted by fishy on Thu Jun 9th 2005 at 9:15pm
fishy
2623 posts
Posted 2005-06-09 9:15pm
fishy
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
i'd reckon that most people here, including myself, could only make a guess at what a nav_generator is. if i was you, i'd find a forum that deals with this nav thingy and how it works best, and then try to incorporate that into the map.
i eat paint
Re: best elevator for css hostages Posted by StixNStonz on Thu Jun 9th 2005 at 9:41pm
StixNStonz
71 posts
Posted 2005-06-09 9:41pm
71 posts 17 snarkmarks Registered: Feb 25th 2005 Occupation: student Location: canada
...

hostages, in cs:s?! if you just plop down the entities they dont do anything. You have to run i think it's nav_generate once you're in the map, and it creates a series of waypoints that they follow. With stuff like stairs, which screw them up, you have to edit the navs manually and raise em and such. I havnt done any of this, ive just been reading up on it, in tutorials. But nothing has mentioned elevators.
Re: best elevator for css hostages Posted by French Toast on Thu Jun 9th 2005 at 11:52pm
French Toast
3043 posts
Posted 2005-06-09 11:52pm
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
Here's a crazy idea. Instead of waiting days for somebody to tell
you exactly what to do, get in the editor and try something.
It'll work alot faster. If there aren't any tutorials, somebody
else is going to have to get in the editor and fool around to find
out. That person might as well be you.
Re: best elevator for css hostages Posted by StixNStonz on Fri Jun 10th 2005 at 1:32pm
StixNStonz
71 posts
Posted 2005-06-10 1:32pm
71 posts 17 snarkmarks Registered: Feb 25th 2005 Occupation: student Location: canada
sounds like thats what itll come to

but i still have about a months worth of mapping to do, so i guess itll have to be a little educational hit n miss for another couple days at the end. I was merely hoping someone would say 'yes, an expensive 'prop_physics' rather than a func_elevator is the best, where you manually put a nav at each floor' or something. As that could save me days.
Re: best elevator for css hostages Posted by French Toast on Fri Jun 10th 2005 at 7:16pm
French Toast
3043 posts
Posted 2005-06-10 7:16pm
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
The hostages aren't going to be going in on their own, so make it
activated by a button. Thus, when the hostages are all inside the
elevator, the guy presses the button and they're off! Nobody's
going to lay it out for you though.
Re: best elevator for css hostages Posted by StixNStonz on Fri Jun 10th 2005 at 9:10pm
StixNStonz
71 posts
Posted 2005-06-10 9:10pm
71 posts 17 snarkmarks Registered: Feb 25th 2005 Occupation: student Location: canada
huh?

you're not making sense. The hostages go by waypoints. You cant make the nav waypoints triggerable.

So I can only assume you mean trigger the elevator. But that was kindof obvious, since a) an automatic elevator is unrealistic and lame, and b) the hosties wouldnt have time to get on.

Pls stop replying if you dont know what you're talking about.
Re: best elevator for css hostages Posted by French Toast on Sat Jun 11th 2005 at 1:47am
French Toast
3043 posts
Posted 2005-06-11 1:47am
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
I give up. I don't want this to be a flame war, but you're kind
of steering it in that direction. First off, get off your ass and
make a damn elevator. Secondly, how many types of elevators are
there? If you don't want anybodies help, so be it, but don't tell
me to stop replying.

Of course I meant trigger the elevator.
Re: best elevator for css hostages Posted by DrFrag on Sat Jun 11th 2005 at 2:47pm
DrFrag
62 posts
Posted 2005-06-11 2:47pm
DrFrag
member
62 posts 16 snarkmarks Registered: Jan 12th 2005 Location: Australia
If you're looking for things to try, I have a theory on a really ugly hack that might be worth a shot.

Let's say you have an elevator that goes to two floors. Make a dummy third floor where the elevator starts off. In the elevator shaft below, create a simple staircase with func_wall brushes (simple enough for a hostage to navigate, or can be made to navigate with tweaking). When the players spawn, have them trip an entity that destroys the staircase brushes and brings the elevator down. By then the navigation mesh will be set up for a staircase, so maybe the hostages will be able to handle the elevator area.

Just an idea.
Re: best elevator for css hostages Posted by Riven on Sat Jun 11th 2005 at 5:41pm
Riven
1640 posts
Posted 2005-06-11 5:41pm
Riven
Wuch ya look'n at?
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1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
do these hostages spawn in the elevator? do way points have to be connected? If not, just dont connect the two waypoints in the elevator shaft. The ones for each stop point for the elevator. If a ct is leading them into the elevator they would leave behind that last navpoint and when the elevator reached the next floor they ct would lead them to the next nav point and follow from there.
Re: best elevator for css hostages Posted by StixNStonz on Sat Jun 11th 2005 at 7:21pm
StixNStonz
71 posts
Posted 2005-06-11 7:21pm
71 posts 17 snarkmarks Registered: Feb 25th 2005 Occupation: student Location: canada
yeah, im afraid that i might have to do something akin to the staircase idea at some point

although the elevator only goes two stops though, those two stops are like 5 big floors apart :sad: