Elevators
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There is no specific elevator entity in HL1 or HL2. Elevators must be constructed from several entities.
Note: In multiplayer Source games, any vertically-moving platform will seem jerky to anyone riding it. (This is due to the network player physics designed to save on resources.) This can make elevators look very bad, so test the effect before building a complete elevator in a Deathmatch level. Always test your Elevators/Lifts with Developer 1 enabled.[edit]
Articles
- Two-stop elevators
- Multi-stop elevators
- Advanced elevators — extra features for elevators, such as counterweights and multi-part sliding doors
Note: If you want the three pages above to get made for you, please remind CrabbyData that he should work on them. --Andreasen 10:39, 7 Sep 2006 (PDT)[edit]
Entities
- func_movelinear — moves along an axis between two points; mainly useful for two-stop elevators
- func_tracktrain — moves between several points (See Trains); the easiest entity for multi-stop elevators
- func_door — moves between two positions and can't stop mid-way; only useful for two-stop elevators
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Notes
- Doors can be attached to an elevator by parenting them to the elevator.
- Some logic entities may be required, especially for multi-stop elevators.
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External links
- Creating a Working Elevator: Adding Sounds (http://www.halflifestorm.com/?page=tutorials&tutorial=8)
- Creating a Working Elevator: Adding Doors (http://www.halflifestorm.com/?page=tutorials&tutorial=7)
- Creating a Working Elevator: The Basics (http://www.halflifestorm.com/?page=tutorials&tutorial=6)
- Valve Editing Resource Community: +2 stop elevator (http://collective.valve-erc.com/index.php?doc=1047964377-43297800)
