• Not sure how to get this elevator working.
    44 replies, posted
And there you have it, func_brush is your answer, thanks for that answer matt (it's also relevant to something I am working on!) I'd just use a non solid nodraw func_brush in the center of the elevator to pass through each volume. If you have any other dilemmas with this solution then just say. :v:
Wait how exactly do I make triggers detect a func_brush? (sorry if it seems obvious)
[QUOTE=BlueAndGray;44717391]Wait how exactly do I make triggers detect a func_brush? (sorry if it seems obvious)[/QUOTE] I set the trigger to detect everything and used a filter_name_activator set to the name of the func_brush so only that would be detected.
[QUOTE=Matt2468rv;44717587]I set the trigger to detect everything and used a filter_name_activator set to the name of the func_brush so only that would be detected.[/QUOTE] Whoops, figured it out just before you said that. :P Hmm, setting the name of the func_brush in the filter and then using it in the trigger doesn't seem to work. Is there something I might be doing wrong here?
I guess since that's the only func_brush in the elevator shaft, maybe you could try trigger_activator_class? I'm not totally sure, it should just work with that setup...
[QUOTE=Magman77;44701623]It baffles me how often people say things like this that seem so obvious and yet I never seem to think of them. What Rammelslakje has recommended would likely be the ideal solution to a multi-stop elevator, and the simplest. Train elevators also have the issue of sometimes cycling through several stops before coming to the requested one, I'm not sure why that is.[/QUOTE] But how exactly would one do that? I'm really tired of train elevators, they always misallign after a while. Something with 5 buttons that sets a certain height position according to the button pressed.
[QUOTE=BlueAndGray;44717623]Whoops, figured it out just before you said that. :P Hmm, setting the name of the func_brush in the filter and then using it in the trigger doesn't seem to work. Is there something I might be doing wrong here?[/QUOTE] Well hey, if you figured it out then good for you! :p But I think the func_brush needs to be solid for this to work. At least that's how I have it set up. I have a small, solid, nodraw func_brush within the wall of my elevator that works for detecting the position. If you want the func_brush to be non solid, maybe go through and check the debris flag on the trigger or something? I was too lazy to figure that out since I had everything working this way. :v: [editline]4th May 2014[/editline] [QUOTE=Rammelslakje;44719362]But how exactly would one do that? I'm really tired of train elevators, they always misallign after a while. Something with 5 buttons that sets a certain height position according to the button pressed.[/QUOTE] I did already say this: [QUOTE=Matt2468rv;44695013]Func_movelinear has an input called SetPosition that can be used to: [QUOTE]Move the brush to a specific position between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance).[/QUOTE] I haven't used it for an elevator before, but I'd imagine if you have 3 floors, you could send it the input SetPosition 0.5 to make it go to the middle floor. For 5 stories, just do the math to move it to the right position using a number between 0 and 1.[/QUOTE] For the top and bottom floors, Open and Close can be used, and the outputs OnFullyOpen and OnFullyClosed will be triggered when the position is reached. Everything between the top and bottom floors would need to use triggers to fire an output when the floor is reached.
[QUOTE=Matt2468rv;44721544]Well hey, if you figured it out then good for you! :p But I think the func_brush needs to be solid for this to work. At least that's how I have it set up. I have a small, solid, nodraw func_brush within the wall of my elevator that works for detecting the position. If you want the func_brush to be non solid, maybe go through and check the debris flag on the trigger or something? I was too lazy to figure that out since I had everything working this way. :v: [editline]4th May 2014[/editline] I did already say this: For the top and bottom floors, Open and Close can be used, and the outputs OnFullyOpen and OnFullyClosed will be triggered when the position is reached. Everything between the top and bottom floors would need to use triggers to fire an output when the floor is reached.[/QUOTE] Detection for the bottom and top floors with OnFullyOpen and OnFullyClosed does work, it's just the trigger/func_brush that isn't working for some reason.
[QUOTE=BlueAndGray;44724908]Detection for the bottom and top floors with OnFullyOpen and OnFullyClosed does work, it's just the trigger/func_brush that isn't working for some reason.[/QUOTE] Hmm well I have my func_brush parented to my elevator and set to be "Always Solid" and my trigger to detect "Everything (not including physics debris)". The trigger's filter is set to a filter_activator_name which is set to the name of the func_brush. This method works for me. How do you have yours set up?
[QUOTE=Matt2468rv;44725030]Hmm well I have my func_brush parented to my elevator and set to be "Always Solid" and my trigger to detect "Everything (not including physics debris)". The trigger's filter is set to a filter_activator_name which is set to the name of the func_brush. This method works for me. How do you have yours set up?[/QUOTE] Mine is set up the same as yours, but the func_brush is set to "Never Solid". Can that cause problems? [editline]5th May 2014[/editline] Oh crap, making it "Always Solid" fixed the problem... I can't believe I didn't try that. Thanks for your help, everyone! I think I've got it all figured out now, so could a moderator please close this?
Wow my bad, I'm the one who told you to set it as never solid and put it in the middle of the elevator.
Using Lua for this is way easier, last rewrite i did of it was made in under an hour. Starts and stops at any floor and opens doors properly.
Well, I was also thinking of doing it in Lua, but I managed to get this one done pretty quickly, too.
Wow I solved the problem of multifloor lifts not been in exact line with the floor in a different probably much simpler way, I must think outside the box lol, I actually used the Func_door in UP mode to make a multifloor lift on one of my maps, I will include the test file I did when first trying it as a link as it is easier to understand than in my big map. Basis of it is this.... a series of doors that are parented to the next door to them and use very simple outputs to control them, and the buttons at each floor are a direct copy of the corresponding buttons in the lift, on my main map I have multisection doors that work aswell and close before the lift moves all done through the simple outputs on the buttons and on the func_doors. Result... never goes out of alignment or flips out and is quick to make and line up with the floors... just make the doors the height of the distance between the floors and it works great, please try it and see what you think. [URL="http://www.cloudcuckoo.madasafish.com/downloads/ph_multilift.zip"]http://www.cloudcuckoo.madasafish.com/downloads/ph_multilift.zip[/URL] [IMG]http://www.cloudcuckoo.madasafish.com/multilift.jpg[/IMG]
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