Building On Elevator

LowClimaxLowClimax Join Date: 2002-12-04 Member: 10461Members
<div class="IPBDescription">how?</div> If I just put func_door or func_plat, commander can't build on it.
I want to know how to make the elevator like in bast in marine start - it is toggled by marines, and commander can build on it.

Comments

  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Func_train? Seems like the way to go, func_train with two paths, both set to stop until retrigger (your buttons).
    Uh... dunno about commander build possibilities but If I was doing a lift (or fancy door) It would be a train.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited July 2003
    Jeah make it a func_door or func_rotating_door and nobody (not even gorges) can build on it.
    Make it a func_train and everyone can build on.

    The mystery of trains that dissapear and reappear randomly is still unsolved.

    Give it a name (a name nothing aims at) and the commander can toggle it.
    Give it no name (or a name that some other trigger aims at) and he cant.
    This rule counts for all klickables including func_rotating.

    func tracktrains can be build on too but only if it has no name (this makes just sense with that "use flag" that allows using it like a vehicle. When placing a cc on a tracktrain it will stand in the sky (same on func_rotating).
  • LowClimaxLowClimax Join Date: 2002-12-04 Member: 10461Members
    10x for the advice, just tried but it still doesn't work well.
    If the train is not named, then commander can build on it but ofcourse, no one can use it.
    If it is named, commander toggle it instead of building on it, even if I have a button near by which targets the train (and the button works).
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Perhaps a set of really pointless and complicated trigger relays and multimanagers would dupe it into being named with out being <b>too</b> named...

    perhaps not <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited July 2003
    give the train no name and make the button aim on a multimanager that aims on the name of both path_corners ?

    the coolest elevators are still func_buttons with high lip values used as elevators.
  • LowClimaxLowClimax Join Date: 2002-12-04 Member: 10461Members
    ok I found a way - probably not the best but it works.
    I gave the train a name, but nothing targeted it. So how to make it work? I used trigger_changetarget on a button to give it's target the train name, but since this happens only after the map loaded, it made the elevator buildable and toggable.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    We need a tutorial on special entity combinations. There are a lot of topics on this forum now. A well made site with all of them together could be really helpfull. I hope Half-Life 2 will make things easier. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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