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Elevator Question

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 R8Sephiroth8P
03-22-2004, 8:58 PM
#1
Ok, I noticed that the func_plat in jk3 doesnt have a delay key. This is what causes the elevator to go back down after a certain amount of time, regardless if you're on it or not. But since there isn't a delay key, is there any other way to get an elevator to go back down after a certain amount of time WITHOUT you having to get off it?
 Ace-_Ventura
03-22-2004, 10:12 PM
#2
for what i know, elevator is different in jka, u can't control it.
 R8Sephiroth8P
03-23-2004, 6:42 PM
#3
No, theres a way, take the elevator in hoth_siege for example- it will go back down after a small amount of time, whether u get off it or not.
 JkRaVeN
03-23-2004, 7:47 PM
#4
I want to know how to fix this problem too =P I have a lift that’s activated by a switch anyway when somebody wants to go down the lift they press the switch to bring the lift up then when they get on the lift and it wont move =/ until they get off -_- and I know theres a way to fix this because ive seen on the academy_beta_2 map a lift that works and its not done with scripting either because ive looked in the .pk3 file and it has no scripts for lifts =P
 way
03-23-2004, 7:48 PM
#5
Just use a func_door. there is a delay-key:D

btw: You can look it up, how the elevator was made in siege_hoth. You'll get the *.map-file with the Radiant;)
 JkRaVeN
03-23-2004, 7:53 PM
#6
how do i control how far the func_door moves? =/ does height work with it?
 R8Sephiroth8P
03-23-2004, 8:46 PM
#7
Originally posted by JkRaVeN
how do i control how far the func_door moves? =/ does height work with it?

Thats what I would like to know. I already know how to make the door go up, and wait there for a certain amount of time, but when ure dealin with a thin platform, how do you get it to go the distance you want?
 Mercenary
03-23-2004, 9:24 PM
#8
I think you should use triggers for the func_door. For moving the lift you use key:lip value: the height in units to go up ( you may need to use a negative value)

Don't forget to put a wait in your triggers.
 Ockniel
03-24-2004, 9:45 AM
#9
I dont use a height, I put a brush as high as I want the elevator to go in a wall where it cant be seen, and select all the brushes and make it a func_plat (or func_door as the case may be)
 *Dark
03-24-2004, 7:10 PM
#10
what i want to know how to do is to get one elevator that will service three or more levels, and goes to where you are when you call it (with a trigger) then goes where you tell it to go. If onyone has any ideas for that, then pz say
 mslaf
03-24-2004, 7:19 PM
#11
I would suggest you to use the Icarus script. It works well in multi and single player modes.
 R8Sephiroth8P
03-24-2004, 9:15 PM
#12
Originally posted by *Dark
what i want to know how to do is to get one elevator that will service three or more levels, and goes to where you are when you call it (with a trigger) then goes where you tell it to go. If onyone has any ideas for that, then pz say

My friend wants to know how to do that too, lol.
 vas_zag
03-24-2004, 9:17 PM
#13
yeah you need to use a script
when you see me next on msn dark yell at me ill see if i can whip one up for ya:p
 WadeV1589
03-24-2004, 10:08 PM
#14
If you know anything about Icarus, it's a pretty simple task, you simply move a func_static to various ref_tags, each ref_tag determines a stopping position and you call the func_static to that ref_tag.
 *Dark
03-25-2004, 3:29 PM
#15
i was just thinking that you would need a few scripts to make it go to each position
 WadeV1589
03-25-2004, 4:47 PM
#16
You can use a single script and specify the ref_tag it has to go to on the button on a key of "parm1" then in Icarus you can get the value by using get("SET_PARM1", string) or vice versa.

Look at the generic elevator script that is in base\scripts somewhere, it demonstrates it perfectly.
 *Dark
03-25-2004, 6:37 PM
#17
ty
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