Elivator....
Gimpy_Doodly_Doo
Join Date: 2003-03-15 Member: 14521Members
<div class="IPBDescription">that moves only when stood on.</div> I need t know how to make an elivator that goes down when stood on and then goes back up once you get off it. I need to know for my map marioworld. I am trying to make those platforms that you jump on in the mario games that start falling as soon as you step on them.
I have a func_train for each of them and I was thinking use a trigger_multiple in the area of the platforms to make them move. But I don't know how to make them go back up.
I need help
I have a func_train for each of them and I was thinking use a trigger_multiple in the area of the platforms to make them move. But I don't know how to make them go back up.
I need help
Comments
Make the train (platform), and a trigger_multiple just above it's primary position. When the player walks in, it triggers the platform, which moves down. Make the first patch_corner "move" to the second (next stop target). If you have the first path_corner named for example "T1" and the next "T2"... Go to the properties of the first pathc_corner and set the flag "Wait for retrigger". The second path_corner <i>mustn't</i> have this flag enabled. Place the second path_corner in the desired location and edit it's properties. Set the "wait" time as you see fit.
With this setup, the lift will go down, as the player steps on it, and wait at the bottom (or just go back up if you set the wait time to 0), then go back up again, just to be retriggered.
And don't forget to "tune" the trigger_multiple's reset time. You want it to be enabled as soon as the lift comes back up.
Hope this helps and that I didn't complicate it too much. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
make a func button with a high lip value with the "triggers on touch" and "toggle" flags set.
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
0=platform
|=trigger_multiple
it went like this
|0||0||0|
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
that way the 1st trigger multiple would set off the 1st platform and the second would reset it. the 3rd one would set off the second platforn and the 4th would reset it and so on. But this did not work.
I really want it to move like the platforms in mario. Where you van jump on it even if it has not reached the top all the way and it will start to go down again. and the second you get off it it comes back up again.
Any way TY for your help RPG_Jssmfulhud.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That, unfortunately, is impossible with current entities...
But you could experimnt with the func_plat as well.
Anyway, glad to help. Good luck! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
EDIT: If you wish the platforms to wait, until the player steps down, to give it a "gravity" feeling, do this:
Set the "wait for retrigger" at BOTH path_corners. And make a trigger_multiple just off the elevator. It should target the platform, so it would quickly travel back up again.
Hell, I will even make you an example rmf file.
Known bugs : it won't detect skulks stuck to the side of it, this can be fixed by making the trigger_presence bigger, which won't be a problem if people are only going to be jumping on it, not walking on it. (if you make the trigger_presence bigger and someone walks on it it'll start going down before they actually step on it) If you stand on it when it's all the way at the bottom you'll notice it vibrates ever so slightly. This is intentional to prevent the elevator from getting 'jammed' by 2 people screwing up the trigger presences. Also as it's set up now if something, like a lerk, flies underneath it it won't effect it at all. The vibration could be worked around but shouldn't be a problem if there's a trigger_hurt down there - i.e. you aren't supposed to ride it all the way down. Also it's very hard to jump just right so it'll carry you up, but if you jump continuously it'll just go up and down in the same place.
Not to sound like I think you're an idiot or anything, but the platform's supposed to sit there until you step on it. If that's not the problem try running my compiled version because it worked for me.
It couldn't be explained by a problem with the .map file specifically (Quark uses it's own map file, .qkm) because the .map is what the compile tools use anyway.
Very Strange. Maybe you could send me the version you compiled from the .map (the one that didn't work) and I'll see if I can find the problem.