I have a problem.I want do elevator with button using func_train
but i dont know how...may someone help me?Or give me another way to do elevator on button:-)
Normal func_plat and a normal button. If you know how to do func_plats (EVILEVILEVILEVIL) *cough*, and buttons, then you're ok.
And you don't need func_train...
Hmm...ok it works...but when i press button,the plat moves up only to one grid.How can i change this?
Check the "height" of the func_plat, and don't forget to take into account the starting height and the height of the floor ;)
Out of idle curiosity, as you managed to get it to work :p were you using func_button or func_usable and were you mapping for MP or SP? :)
I used trigger_multiple:) And that is map for MP:)
Just checking as I keep having wars with func_plats and trigger_multiples. But knowing someone else has achieved it with relative ease'll keep my rebuilding and retrying :)
How about elevator moving down?can i still use func_plat or something new?:)
I hate this question lol. every time I've tried this its failed.
Put a button at the time trigger_multiple as you know how to do and link it to the func_plat.
Oh and Good Luck :D lol
Though I did hear someone say something about changing the "direction" (ie. clicking up or down on the entity window) but I haven't had a chance to test this theory yet.
Alternatively, you can use a func_door, apparently.
If you use a func_door to make your elevator, you can switch the angle from up to down in the entity window. If you're using a func_plat, the best bet is to give the plat a negative height.
*lightbulb appears above Vogel's head*
negative height....
but then you have to position the func_plat at the BOTTOM right?
Yep, exactly. Changes it's direction of operation!
Right On! :D
If my func_plat fails one more time I'm changing to func_door lol
Thanks :)
yes a func_door is much worth it just the lip value is a bitch to get right
I assume it's not as simple as setting the height for a func_plat then?
no its not based on the grid units if i remember rightly you just have to keep compiling and changing it intill you get it right..
although i havent useda func_door for that purpose since JK2 so it might be different now
Naw, lips are fairly simple. A func_door has a default lip value of, I believe, 32...a lip of 0 means that the door moves exactly its own length when triggered. So just enter a lip value exactly as you would the height on a func_plat, and keep in mind that you can use large negative lip values, that may help. Another trick: include, in the func_door, a brush textured with system/nodraw that extends the full length you want the door to open, then you can jsut use "lip 0."
When you say "in the func_door"... say I had a platform (but func_door) I could just have a no_draw brush smack bang in the middle...extending to the top of the run?
And as it's func_door, does it automatically work in both directions. I.e. when you're at the top, it comes to get you?
By "in the func_door," I meant "as part of the func_door." The great thing about putting a nodraw brush there is that it's invisible and nonsolid, but lets you save effort on figuring out complicated lip values. Or, on the other hand, you could build a huge piston to hold up the elevator instead of using a nodraw brush...
Whether it will come to get you on both ends depends on if you checked START_OPEN and CRUSHER. It's safest just to build triggers.
That's perfect, thanks :) *wonders how he didn't think of that before*