Elevators: Difference between revisions
No edit summary |
mNo edit summary |
||
Line 3: | Line 3: | ||
{{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.}} | {{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.}} | ||
(This applies to all multiplayer Source games due to the network player physics designed to save on resources.<br /> Always test your Elevators/Lifts with <code>Developer 1</code> enabled.) | <br />(This applies to all multiplayer Source games due to the network player physics designed to save on resources.<br /> Always test your Elevators/Lifts with <code>Developer 1</code> enabled.) | ||
{{TODO|need a tutorial article}} | {{TODO|need a tutorial article}} |
Revision as of 10:10, 2 November 2005
Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want |
---|
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.

(This applies to all multiplayer Source games due to the network player physics designed to save on resources.
Always test your Elevators/Lifts with Developer 1
enabled.)
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
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)