Elevators: Difference between revisions

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(note on jerkiness in HL2DM)
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==External links==
==External links==
{{TODO|need some external links}}
[http://www.akilling.org/download/WiseElevator.zip 4 Floor Elevator] (sample map)

Revision as of 10:05, 2 November 2005

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Ammunition | List of HL2 Animals and Creatures | Mapping with Antlions | Beams and Lasers | Cables and Ropes | Moving Clouds | Color Theory in Level Design | Combat | Combine | Compression (Source 1) | Doors | Dust, Fog, & Smoke | Elevators | Level Transitions | Environmental Lighting, Sun, Weather, & Outdoors | Explosions | Fire | Half-Life 2 Foliage | Glass & Windows | Headcrab | Health | Ladders | Lighting | Optimization (level design) | Physics | Retinal scanners | Sound and Music | Special effects | Terrain | Trains | Turrets | Water | Weapons | Zombie

There is no specific elevator entity in HL1 or HL2. Elevators must be constructed from several entities.

Note.pngNote: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

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

4 Floor Elevator (sample map)