elevator help

elevator help

Hammer Mapping — Page [1]
nigninja
2006 Nov 23 • 16
14 ₧
OK i made a elevator i made the elevator its self a door func and angle up. then i named it "e" for elevator. then i made a botten and make that a func button and i made the target e. know the only thing is the botten moves lol and the elevator goes up but i does not go to the next floor. it only goes half way.

go to here to watch my video map help understand me

http://www.yourdownloadzz.net/josh/Untitled.wmv
 
 
 
2006 Nov 30 at 20:53 PST
general_zim
Le Tigre

2006 Sep 1 • 549
16 ₧
Don't use func_doors.


Your supposed to use func_trains, but they're pretty difficult to understand. Just stick to using ladders and stairs and gain some hammer expierence before moving on.
 
 
 
2006 Dec 1 at 07:26 PST
nigninja
2006 Nov 23 • 16
14 ₧
ok i know that but i want/need a elavator so in stead of u tell me not to do it u can help me with it or dont stay any thing but thanx for the func_train and i work with that but i hate it when ppl tell me i cant do stuff
 
 
 
2006 Dec 1 at 09:13 PST
nigninja
2006 Nov 23 • 16
14 ₧
ok i found my answer


You need to set the Lip to the correct number to get it to move where you want.

If the Lip is 10 then the door will move until it intersects with its old position by 10 units.

If you set Lip to zero, the door will move exactly one of itself.

If you Lip to 600 then the door will move until there are 600 units between itself and its old position.

For an elevator, you might want to use a func_train. It has more options than func_door but is harder to use.
 
 
 
2006 Dec 1 at 09:18 PST
SuperJer
Websiteman

2005 Mar 20 • 6629
A func_door should work fine for a simple elevator, just like you described.

With a func_train, you need to create a path_corner at each stop point. The train can move from one path corner to another. It will stop at a path_corner such that it's center is aligned with the path_corner's center.

Remember you can define the center of any brush-entity using an origin brush.
 
 
 
2006 Dec 4 at 11:31 PST
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