• Two small elevator problems
    13 replies, posted
Hello, I've just made an multi-floor elevator with [URL="https://developer.valvesoftware.com/wiki/Multi-stop_elevators"]this tutorial[/URL] from valve development. Also i've had these two youtube tutorials [URL="http://www.youtube.com/watch?v=Gi7Ii6TpZv0"]part 1[/URL] [URL="http://www.youtube.com/watch?v=jg9D5LAllZ0"]part 2[/URL] on the side for extra help along the building (damn this was hard lol). However I do encounter two small problems. [b]1.[/b] The elevator doesn't line up. I've read that this is a bug but it should be able to be fixed when moving the path_tracks right? Tried already 10 positions and tested it but everytime the are a little different somewhere. [b]2.[/b] All buttons work for the correct floor. Except for going from floor 4 to floor 3. Then it always goes via the lowest 2 floors. The building it is in is a scyscraper. It has 4 floors but the distances are different because I need that for the design because there are 4 floors: garage, lobby, penthouse and helipad. Any idea's how to fix these? I'm sure it can't be that hard however they are quite a pain in the ass for me. Thanks
use func_movelinear and not tracktrain dude.
[QUOTE=sphinxa279;38328283]use func_movelinear and not tracktrain dude.[/QUOTE] Yes, but that is only good for 2 floors. Not multi-stop elevators. Oskutin made some for Jorprakko :V
[QUOTE=Stiffy360;38328329]Yes, but that is only good for 2 floors. Not multi-stop elevators. Oskutin made some for Jorprakko :V[/QUOTE] multistops works for movelinear, I'm fucking certain of it. I done a tutorial on it and i swear there's more than 2 stops....
[QUOTE=sphinxa279;38328525]multistops works for movelinear, I'm fucking certain of it. I done a tutorial on it and i swear there's more than 2 stops....[/QUOTE] So I need to start all over or could I just do a shortcut with renaming the entity and changing some value's etc? Are they bug-free with the right level from the paths?
here's the tutorial I done [media]http://www.youtube.com/watch?v=y9Slc6oqrLY&list=UUsGvxHI-C_B6km9L_tFVQig&index=34&feature=plcp[/media] can't be of much help sorry posting while doped up on painkillers from hospiutal!
did you fall down the stairs again
[QUOTE=mopman999;38336867]did you fall down the stairs again[/QUOTE] I wish...nah, had to have an operation on my nose. Good times.
[QUOTE=sphinxa279;38328666]here's the tutorial I done [media]http://www.youtube.com/watch?v=y9Slc6oqrLY&list=UUsGvxHI-C_B6km9L_tFVQig&index=34&feature=plcp[/media] can't be of much help sorry posting while doped up on painkillers from hospiutal![/QUOTE] Thank you, I will look into this a.s.a.p when I start mapping again. I've watched a little from your tutorial and I noticed you set the distances in the entity properties. But does that work with my design as I explained in the opening post? With various distances? Cause the steps are not equal if you know what I mean.. Garage and lobby are down, then there is 10 times the distance to go up to the penthouse and then again the helipad
On the floor buttons you could have an output to fire a setposition variable on the movelinear but this would massively overcomplicate things, so a func_tracktrain would be more suitable for you, apologies for the confusion I was fucked up yesterday :v:
[QUOTE=sphinxa279;38339287]On the floor buttons you could have an output to fire a setposition variable on the movelinear but this would massively overcomplicate things, so a func_tracktrain would be more suitable for you, apologies for the confusion I was fucked up yesterday :v:[/QUOTE] That's ok mate I understand ;) So in that case i'm back with the problems in the opening post again. Should I just keep moving the path_tracks and keep trying? Or maybe try to move the floors and leave the elevator be but that would cost a lot of work cause I need to change the entire map in that case. Also any idea's on going from floor 4 to floor 3 where that problem would be?
Well I jsut tested this and it seems to work for what you need, just set the move distance in the func_movelinear to 1, then in the button give it the distance you want it to move by(from the origin to that floor) as the set position ex: set postion 242 instead of position 2 vmf if you need it here: [url]http://www.mediafire.com/download.php?t23zy2p2c8jxlwo[/url] edit, didn't realize that this was basically said right above me :suicide:
[QUOTE=Rammelslakje;38339417]That's ok mate I understand ;) So in that case i'm back with the problems in the opening post again. Should I just keep moving the path_tracks and keep trying? Or maybe try to move the floors and leave the elevator be but that would cost a lot of work cause I need to change the entire map in that case. Also any idea's on going from floor 4 to floor 3 where that problem would be?[/QUOTE] I have the same problem on my map, the elevator isn't flush with the floor it stops on and I don't think it can ever be. Sometimes it is flush and sometimes it isn't so it would be useless to move the paths around as far as I know. How did you fix the problem of the doors opening on every floor when the elevator arrives at a floor? For some floors when the elevator opens on it, the doors on the rest of the floors open and I used the same tutorial. I tried fixing it and now it only happens on a few floors but what did you do?
lmao, I was googling for solutions and I found out somebody else was having the same problems, which was me one year ago. I need better communication with myself. So I was working with hammer again and I tried with movelinear, but how do I let the doors open when it's at a certain position? Because I think you can only use 2 positions? The OnFullyClose and OnFullyOpen positions.
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