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Elevator
From HalfLife 2 Knowledge Base
by Unsane
How to make an elevator using func_tracktrain.
How to create an Elevator
First create your lift car. For the purpose of this tutorial I created it out of brushes, selected them all and tied it to entity func_tracktrain. Now being a func_tracktrain it will need tracks; so in the map you will end up with something like this:
You can use any number of path_tracks you want, don't use pathcorners, that was for HL1 and wont work in HL2. In this case I have 3. Now before we go on; let’s get some names on what we have:
- Liftcar is named: elevator
- path_tracks are named: lvl01, lvl02, lvl03 from the bottom up.
- Remember to set next targets too. For lvl03 set next target to lvl01.
Liftcars (func_tracktrain) properties are as follows:
- Name: duh!
- Max speed: what you like, I used 25.
- Initial speed: 0 (so the elevator doesn’t start moving on load)
- Height above track: I set mine to around 4, the path Entities are aligned with the bottom of the car.
The rest is default; except for the flags: go in here and tick these 2:
- No Pitch (X-rot)
- No User Control
"What, no user control?" you say "but I want buttons?!" And that you will get, but this is actually a train, right, so user control would mean that it was controllable in the same way as the train in 'On A Rail' in HL1. We don’t want that.
Now the paths. The first one at the bottom, give it a name, and a target and set 'New trainspeed' to '0'. The next one, name, target and set this output:
Do the same for the last one too.
And here comes the buttons:
Make a func_brush w/ a button texture inside the car and parent it (add the elevator's name in the Parent field of the func_button) to the elevator. Alternatively; you could just make it part of the func_tracktrain, as this is not really a button but just a brush to show where the button is.
- Note: I did it this way for two reasons; first because in this case I created the car before even thinking about buttons (this is my first elevator), and secondly I can move the button if I want to. In the example map the buttons are on the wall on each floor, but it looks better with them inside the car.
Now, over the func_brush make a nodrawed brush and tie to entity func_button. Place one of these on each floor, where your func_brush button will be. Name them. Go into the first: Flag them:
- Dont Move
- Use Activates
Do that for all of them
In the first, set the output:
In the next, set the output:
In the last, set the output:
That’s it! Now you have a very basic elevator that moves when you press the button and stops on each floor. Granted, it is not perfect, but this is my first elevator, and when I've had a look at it, I will post some more on this, ie. more advanced stuff like choosing what floor to go to, call buttons and elevators with useable doors.
Get the example .vmf here:
elevator_test.vmf link is dead, if someone still got the file then I can host it
After reading this tutorial I went crazy and created the more advanced elevator the author had in mind.
Features:
- Doors
- Floor-buttons in the elevator
- Call-buttons on doors
- Lights
Get the example .vmf here: fnh_elevator.vmf
The map has warnings about too much light modes on surfaces because using lights was the only method I knew to indicate what buttons are activated. There is a better way however. It can be found in the following thread
-- FnH
you say to make a func_brush and "parent" it to the elevator. what do you mean by parent? do you mean just put it along side it? or is there sumthing else i have to do?
-Justin (contact: JustinMs66@hotmail.com)
Add the elevator's name in the Parent field of the func_button. -Anti
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