Elevators: Difference between revisions

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*[[func_tracktrain]] — moves between several points (See [[Trains]]); the easiest entity for multi-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
*[[func_door]] — moves between two positions and can't stop mid-way; only useful for two-stop elevators
*[[func_elevator]] — {{l4ds}} this was probably needed in order to work with [[L4D Level Design/Nav Flow|navigation mesh flow]].


==Notes==
==Notes==

Revision as of 07:07, 3 October 2011

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There is no single specific elevator entity. Elevators must be constructed from several entities.

Note.pngNote: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.

Articles

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
  • func_elevatorLeft 4 Dead seriesLeft 4 Dead series this was probably needed in order to work with navigation mesh flow.

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.

See Also

External links