Elevators: Difference between revisions
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Note:In HL2DM any vertically-moving platform will seem jerky to anyone riding it. This can make elevators look very bad, so test the effect before building a complete elevator in a Deathmatch level.
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{{Abstract Mapping}} __NOTOC__ | {{Abstract Mapping}} __NOTOC__ | ||
There is no specific elevator entity in [[HL1]] or [[HL2]]. Elevators must be constructed from several entities. | There is no specific elevator entity in [[HL1]] or [[HL2]]. Elevators must be constructed from several entities. | ||
{{note|In [[HL2DM]] any vertically-moving platform will seem jerky to anyone riding it. This can make elevators look very bad, so test the effect before building a complete elevator in a Deathmatch level.}} | |||
{{TODO|need a tutorial article}} | {{TODO|need a tutorial article}} |
Revision as of 09:56, 2 November 2005
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There is no specific elevator entity in HL1 or HL2. Elevators must be constructed from several entities.

Todo: need a tutorial article
Entities
- func_movelinear — moves along an axis between two points; mainly useful for two-stop elevators, but by using fractional values can be used for multi-stop as well
- 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
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.
External links
Todo: need some external links