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Post by kanegtx on Jan 13, 2009 19:01:34 GMT
I have tried to make an elevator that stops at 6 floors but every time I try the elevator is at a wrong angle. Even when I rotate it goes in the opposite direction. I have followed your trains and elevators video and watched it again. The real problem is that just the elevator is at a wrong angle every time i rotate it to counter-act it. It is a full elevator with walls and ceiling too. I hope someone can help me with this problem...
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Post by ant600f2 on Jan 13, 2009 21:01:01 GMT
When you try to do the auto-rotate thing (ctrl+m) you have to remember WHICH way the rotation is...
90deg will OBVIOUSLY go the opposite direction from -90. In your editor (say, side-view) click the object, hit Ctrl+m, then click on the axis that you want to rotate it's alignment *ON*.
That, or click the object 3 times (it'll make your margin-markers little circles). Click and hold a corner, and move the mouse the direction you want to rotate your object.
To select the ENTIRE elevator, you can eithe Ctrl+click each item, or click on the arrow icon (top of the left-side), make a bounding box around the objects that you want to select and hit Enter.
(NOTE: I use object outside of the SDK form. When I say object without the apostrophes, it's generic for THING; not the actual, formal 'object')
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Post by 3kliksphilip on Jan 13, 2009 21:01:29 GMT
Change the options in the elevator or the keyframes, making sure it does not change direction when it gets to the keyframes. That way it will remain at a fixed angle.
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Post by ant600f2 on Jan 13, 2009 21:16:13 GMT
Yeah... That would suck to be the passenger:
"Now passing the fourth floor... Passing on to the- OH, s***! WTF!?!? -*"
*WHOMP!*
Elevator Passengers vs. Wall.
Guess who wins THAT one?
After RE-reading the original post, I realized that he was talking about elevator travel, not what I was inferring.
erf.
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Post by kanegtx on Jan 14, 2009 3:49:52 GMT
actually both lol. when the elevator starts out its on its side. but it does move it a straight line. So you put a keyframe where ever you want it to stop? because i used path track for that but i guess i was wrong.
Like this text picture below i want the elevator to stop at every plus sign. there would be two buttons in the elevator, one to go up, one to go down. But i cannot make the elevator stop at a floor then wait untill i press the up button to make it go again. ________ +|______| +|______| +|______| +|______| +|______| +|______| +|______|
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Post by ant600f2 on Jan 14, 2009 4:25:26 GMT
Yeah, that's right. Just make sure that keyframe, say 'G' has a destination of H.' Speed isn't so much of a change, as it's not an ACTUAL speed setting, but an alteration of the set speed.
Make sure you set your keyframes to a consistent speed, as this could really muck things up, too.
Each of your floor-buttons in the elevator should be designated to a specific floor; the wall buttons, outside - on each floor, will pretty much just 'call' the elevator to it. THAT's the bit I'm off on.
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Post by kanegtx on Jan 14, 2009 4:43:52 GMT
now for the buttons, I made two buttons. I make func_tanktrian (larry) lol, do what?
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Post by ant600f2 on Jan 14, 2009 7:18:40 GMT
About which buttons are you referring; The ones on the individual floors, or the ones in the elevator? Since I can assume that you're talking about the one's INSIDE of 'larry', this'll work for you. Flags - Going down the list: Button one (UP): OnPressed, larry, StartForward, 0, No Button two (DOWN): OnPressed, larry, StartReverse, 0, No Bear in mind, this is assuming that you're using two SEPARATE buttons, not a single 'hit' panel. That's: Overlay your panel box, 'nodraw', make it a button, blahblahblah *** These are assuming that you have your 'path_track' 'objects' titled right (I know that 'path_track_1', path_track_2' etc... works) *** Make sure that each of your 'path_track' have this in the outputs, as well: OnPass, larry, stop, 0, No If you name your path_tracks like I said above, then each floor will be the according number. As well, it'll help it you have TWO path_tracks for every floor; on that's a source and one that's a target ('path_track_1' and 'path_track_1a'). This is so that you're not trying to tie a single, contiguous path_track throughout the ENTIRE height of the elevator shaft. If your starting-point of 'larry' is, say, 'path_track_1a', then when you go up to the next floor, you'll point the next stop as 'path_track_2a'. From there it's '2a' to 3a', and so on. From your TOP floor, you'll point it from 6 back to 1; thus making 'larry' return BACK to the first floor. As far as your doors, go, make them 'prop_dynamic' as opposed to 'func_door' (This enables usage of the built-in models [Like 'models/props_lab/freightelevator.mdl' for one]). The only reason that I can write this much, is that I've been playing with the same thing, for about a week, and done a bit of research on the topic.
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Post by kanegtx on Jan 14, 2009 17:14:08 GMT
ok, i never realized an elevator would be so complicated the first time, partly do to my confusing text. so now you would, use path_track on each floor. because it only links between path_track, and not keyframe_track? so I don't use keyframe_track at all? Also it is my first map
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Post by 3kliksphilip on Jan 14, 2009 17:31:20 GMT
Don't bother if it's your first map. Don't have an elevator.
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Post by kanegtx on Jan 14, 2009 18:52:51 GMT
That sounds better. i'll just put some teleporters to get you to differ'nt floors in the tower I am making.
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Post by ant600f2 on Jan 14, 2009 20:50:55 GMT
Lol, I figured he was bent on having 'em; didn't know it was map01.
My bad. :\
Teleporters are great, too. AND you can putt'em in little hidey spots on each floor!
BWAHAHAHAH!
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