Elivator....

Gimpy_Doodly_DooGimpy_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

Comments

  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    Well a simple way is this:

    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-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited July 2003
    or simpler.
    make a func button with a high lip value with the "triggers on touch" and "toggle" flags set.
  • Gimpy_Doodly_DooGimpy_Doodly_Doo Join Date: 2003-03-15 Member: 14521Members
    It helps a little. What I wanted tho is the platform to rise back up AS SOON as the player is off it. I may have to do it this way tho if there is no way. I will make a diagram to show you what I did.

    <!--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.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    edited July 2003
    <!--QuoteBegin--Gimpy Doodly Doo+Jul 3 2003, 10:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gimpy Doodly Doo @ Jul 3 2003, 10:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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.
    <!--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.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    I'm going to have to disagree. I don't know everything about func_trains and so it might be impossible but I don't think it is. Let me just make sure I have this straight before I go off and make a test map. You want to platform to be at the top normally, then when the player steps on it to go down, then when the player steps off to come back up, right? Question: if, while a player is standing on it, and it's going down, and then the player jumps would you want it to A) go back up again (allowing to player to use it to go up if he jumped enough) or b) continue traveling down.
  • Gimpy_Doodly_DooGimpy_Doodly_Doo Join Date: 2003-03-15 Member: 14521Members
    A) go back up again
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    This is easily possible with the use of a trigger presence and a func_momentary door AFAIK.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Dang Carbon you're right. I was thinking (and have been building) a rather complex setup using func_trains, which would work just as well but would be more complex. The only problem with both setups is only having it move down only while a player is standing on it. This would be easily possible if we had the power of Spirit of HalfLife at our disposal. But since we don't you'll need a system with several trigger presences, set up so that when a lower one triggers it then ignores the higher ones. This would break up the motion into rough steps but then so would the func_train way, except that with a func_train it would be easier to 'climb' up by jumping where with the momentary door it would be harder. I haven't really tested momentary doors much but this should work. If you don't quite get it how I explained it or momentary doors don't work I can whip up an example map. Also if it would ever be possible for a player to stand under the platform it would tend to screw it up, is this a problem on your map?
  • Gimpy_Doodly_DooGimpy_Doodly_Doo Join Date: 2003-03-15 Member: 14521Members
    if you manage to get under the platforms you die. With the power of 10000 hp a second. And would you please do the example map for me.
  • KazaQKazaQ Join Date: 2003-06-24 Member: 17667Members
    oh ya gotta love that gib on contact!
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Well, as it turns out using a momentary door wouldn't work. So I finally got it working with a func_train. ( I also saw some of the screenshots you put up for ns_marioworld, this elevator is going to be for those free-floating platforms right? ) Tell me if this'll work for you. *attached file below*
    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.
  • Gimpy_Doodly_DooGimpy_Doodly_Doo Join Date: 2003-03-15 Member: 14521Members
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Umm, what do you mean? what doesn't work?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Already tried the monster_scorpian with the "hovars without flapping" flag set on?
  • Gimpy_Doodly_DooGimpy_Doodly_Doo Join Date: 2003-03-15 Member: 14521Members
    I mean nothing moves. The platform just sits there
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    What kind of platform are you talking about? Is it the "donut" kind that doesn't fall until a second after the player steps on it, or is it some other kind? I only ask because the "donut" block doesn't come back up.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Donut blocks do come back up, they reappear as soon as you go off screen. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> He's not making donut blocks though, it's some of those girder platforms, so I think he's got the right idea.

    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.
  • Gimpy_Doodly_DooGimpy_Doodly_Doo Join Date: 2003-03-15 Member: 14521Members
    Yea, it did not move even when I was on it. But I will try the compiled version.
  • Gimpy_Doodly_DooGimpy_Doodly_Doo Join Date: 2003-03-15 Member: 14521Members
    That worked, but I wonder why the .map u sent me didn't?
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    There must be some difference in the way each of us was compiling. I use Quark 6.4 with the latest ZHLT tools.

    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.
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