trigger door and elevator

trigger door and elevator

Hammer Mapping — Page [1]
EMO_with_AWP

2008 Mar 24 • 192
I want a trigger for a door, and an elevator

(1)So like one of those sliding doors that most elevators have. Just a button to open it and so it closes after about 5 seconds

(2)Some grouped brushes to make an elevator environment and set a button so you just press E next to a button to activate elevator.

My friend is asking me to make a 7+ story building. Sounds challenging enough for me xD
 
 
 
2009 Jan 17 at 03:39 UTC — Ed. 2009 Jan 17 at 03:41 UTC
SRAW
Rocket Man

2007 Nov 6 • 2525
601 ₧
superjer said a while ago(actually at my first truck)
Quote:
]Not very easily.

If you make your elevator a func_train, you can trigger things (like doors) when it arrives at each path_corner.

It takes a lot of entity work to get it all to work just right.

Also it probably won't work in multiplayer. The netcode is not friendly with stuff like that.


Free Steam Games
 
 
 
2009 Jan 17 at 08:18 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
If you want a realistic elevator for 7 stories (a button on each floor to call the elevator to that floor, a door that moves with the elevator etc.), I can only say 3 words to you:
Forget about it.

It is possible but if you want it to work properly and make it so that players can't abuse any errors (like pressing invisible buttons, blocking the door that moves with the elevator, calling the elevator to their floor, while someone in the elevator is going to another floor...), you'll end up having several hundred entities, which will most likely make the map unplayable even if you manage to make it without losing yourself in all the entities.

I'm making a map on which I might try a 3-storey elevator. And my plans for it include a lot of entities. I can't imagine a 7-storey one.


Also a 7-floor building would probably be a bit too much for the engine even without the elevator, unless the floors are very small...
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Jan 17 at 16:34 UTC — Ed. 2009 Jan 17 at 16:41 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
That's an interesting point Vita but the HL2 mod Minerva: Metastasis makes good usage of height in Source. It's a really refreshing change from ordinary Half-Life (and in fact although the mod is as yet unfinished the guy that made the maps has been hired by Valve. Huurah!).
 
 
 
2009 Jan 17 at 17:34 UTC
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