Alternative Multi-Stop Elevator: Difference between revisions
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== Brush Entities == | == Brush Entities == | ||
This would be the entity that will move thw player to his or her deired floor | |||
'''ClassInfo''' | '''ClassInfo''' | ||
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---- | ---- | ||
This entity would be placed on a wall outside of the elevator | |||
'''ClassInfo''' | '''ClassInfo''' | ||
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{| class=standard-table | {| class=standard-table | ||
! || Output | ! || My Output || Target Entity || Target Input|| Parameter || Delay | ||
|- | |- | ||
|[[Image:Io11.png]] || OnPressed || F1_ButtonFunctions_&i || Trigger || || 0.00 | |[[Image:Io11.png]] || OnPressed || F1_ButtonFunctions_&i || Trigger || || 0.00 | ||
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---- | ---- | ||
This entity would be placed inside of the elevator and will move with it. | |||
'''ClassInfo''' | '''ClassInfo''' | ||
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{| class=standard-table | {| class=standard-table | ||
! || Output | ! || My Output || Target Entity || Target Input|| Parameter || Delay | ||
|- | |- | ||
|[[Image:Io11.png]] || OnPressed || F1_ButtonFunctions_&i || Trigger || || 0.00 | |[[Image:Io11.png]] || OnPressed || F1_ButtonFunctions_&i || Trigger || || 0.00 | ||
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---- | ---- | ||
{{Note|These must be carefully Placed}} | This is used for detecting the elevator as it passes over. It is mainly used for door control, though it can be used for indicator lights. | ||
{{Note|These must be carefully Placed to allow the doors to function properly}} | |||
'''ClassInfo''' | '''ClassInfo''' | ||
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{| class=standard-table | {| class=standard-table | ||
! || Output | ! || My Output || Target Entity || Target Input|| Parameter || Delay | ||
|- | |- | ||
|[[Image:Io11.png]] || OnEndTouch || F1_Branch_Trigger_&i || SetValueTest || 0 || 0.00 | |[[Image:Io11.png]] || OnEndTouch || F1_Branch_Trigger_&i || SetValueTest || 0 || 0.00 | ||
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== Functional Relays == | == Functional Relays == | ||
These Fuctional relays were created to reduce the number of commands when operating the elevator. More for organizational purposes. For example, rather than rewriting 6 or 12 commands in roughly 24 diferent places, we can write one command for the same 24 places. | |||
This Locks the buttons to prevent players from retriggering while the elevator is operating. | |||
'''ClassInfo''' | '''ClassInfo''' | ||
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{| class=standard-table | {| class=standard-table | ||
! || Output | ! || My Output || Target Entity || Target Input|| Parameter || Delay | ||
|- | |- | ||
|[[Image:Io11.png]] || OnTrigger || Elevator_F1_Button_&i || Lock || || 0.00 | |[[Image:Io11.png]] || OnTrigger || Elevator_F1_Button_&i || Lock || || 0.00 | ||
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---- | ---- | ||
This unlocks when the elevator is done with the full cycle. | |||
'''ClassInfo''' | '''ClassInfo''' | ||
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{| class=standard-table | {| class=standard-table | ||
! || Output | ! || My Output || Target Entity || Target Input|| Parameter || Delay | ||
|- | |- | ||
|[[Image:Io11.png]] || OnTrigger || Elevator_F1_Button_&i || Unock || || 0.00 | |[[Image:Io11.png]] || OnTrigger || Elevator_F1_Button_&i || Unock || || 0.00 | ||
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---- | ---- | ||
This forces all of the logic_compare entities to compare the currently set values to effect the doors on all floors. | |||
'''ClassInfo''' | '''ClassInfo''' | ||
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{| class=standard-table | {| class=standard-table | ||
! || Output | ! || My Output || Target Entity || Target Input|| Parameter || Delay | ||
|- | |- | ||
|[[Image:Io11.png]] || OnTrigger || F1_Compare_&i || Compare || || 0.00 | |[[Image:Io11.png]] || OnTrigger || F1_Compare_&i || Compare || || 0.00 | ||
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---- | ---- | ||
This is to force close all of the doors when the elevator starts its cycle. (Utilizing the CompareAll_&i relay) | |||
'''ClassInfo''' | '''ClassInfo''' | ||
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{| class=standard-table | {| class=standard-table | ||
! || Output | ! || My Output || Target Entity || Target Input|| Parameter || Delay | ||
|- | |- | ||
|[[Image:Io11.png]] || OnTrigger || CompareAll_&i || Trigger || || 0.00 | |[[Image:Io11.png]] || OnTrigger || CompareAll_&i || Trigger || || 0.00 | ||
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---- | ---- | ||
Used for setting all of the values to false (0) the the elevator has a destination change. | |||
'''ClassInfo''' | '''ClassInfo''' | ||
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{| class=standard-table | {| class=standard-table | ||
! || Output | ! || My Output || Target Entity || Target Input|| Parameter || Delay | ||
|- | |- | ||
|[[Image:Io11.png]] || OnTrigger || F1_Branch_Button_&i || SetValueTest || 0 || 0.00 | |[[Image:Io11.png]] || OnTrigger || F1_Branch_Button_&i || SetValueTest || 0 || 0.00 | ||
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---- | ---- | ||
Used to open the first floor door when the map starts. | |||
'''ClassInfo''' | '''ClassInfo''' | ||
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{| class=standard-table | {| class=standard-table | ||
! || Output | ! || My Output || Target Entity || Target Input|| Parameter || Delay | ||
|- | |- | ||
|[[Image:Io11.png]] || OnMapSpawn || Elevator_M_Door_&i || SetAnimation || open || 0.00 | |[[Image:Io11.png]] || OnMapSpawn || Elevator_M_Door_&i || SetAnimation || open || 0.00 | ||
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{{Note|For Every floor you intend to add, all of these entities need to be present, in that floor, for the elevator to operate correctly}} | {{Note|For Every floor you intend to add, all of these entities need to be present, in that floor, for the elevator to operate correctly}} | ||
This triggers the cycle instructions to get to the particular floor (Triggered by one of the two elevator buttons) | |||
'''ClassInfo''' | '''ClassInfo''' | ||
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{| class=standard-table | {| class=standard-table | ||
! || Output | ! || My Output || Target Entity || Target Input|| Parameter || Delay | ||
|- | |- | ||
|[[Image:Io11.png]] || OnTrigger || Close_AllDoors_&i || Trigger || || 0.00 | |[[Image:Io11.png]] || OnTrigger || Close_AllDoors_&i || Trigger || || 0.00 | ||
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{| class=standard-table | {| class=standard-table | ||
! || Output | ! || My Output || Target Entity || Target Input|| Parameter || Delay | ||
|- | |- | ||
|[[Image:Io11.png]] || OnTrigger || F1_Branch_Button_&i || SetValueTest || 1 || 0.01 | |[[Image:Io11.png]] || OnTrigger || F1_Branch_Button_&i || SetValueTest || 1 || 0.01 | ||
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{| class=standard-table | {| class=standard-table | ||
! || Output | ! || My Output || Target Entity || Target Input|| Parameter || Delay | ||
|- | |- | ||
|[[Image:Io11.png]] || OnAllFalse || F1_Timer_&i || Disable || || 0.00 | |[[Image:Io11.png]] || OnAllFalse || F1_Timer_&i || Disable || || 0.00 | ||
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{| class=standard-table | {| class=standard-table | ||
! || Output | ! || My Output || Target Entity || Target Input|| Parameter || Delay | ||
|- | |- | ||
|[[Image:Io11.png]] || OnTimer || UnlockButtons_&i || Trigger || || 0.00 | |[[Image:Io11.png]] || OnTimer || UnlockButtons_&i || Trigger || || 0.00 | ||
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{| class=standard-table | {| class=standard-table | ||
! || Output | ! || My Output || Target Entity || Target Input|| Parameter || Delay | ||
|- | |- | ||
|[[Image:Io11.png]] || OnTrigger || Elevator_F1_Door_&i || SetAnimation || open || 0.00 | |[[Image:Io11.png]] || OnTrigger || Elevator_F1_Door_&i || SetAnimation || open || 0.00 | ||
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{| class=standard-table | {| class=standard-table | ||
! || Output | ! || My Output || Target Entity || Target Input|| Parameter || Delay | ||
|- | |- | ||
|[[Image:Io11.png]] || OnTrigger || Elevator_F1_Door_&i || SetAnimation || close || 0.00 | |[[Image:Io11.png]] || OnTrigger || Elevator_F1_Door_&i || SetAnimation || close || 0.00 | ||
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{| class=standard-table | {| class=standard-table | ||
! || Output | ! || My Output || Target Entity || Target Input|| Parameter || Delay | ||
|- | |- | ||
|[[Image:Io11.png]] || OnTimer || Elevator_OpenDoor_F1_&i || Trigger || || 0.00 | |[[Image:Io11.png]] || OnTimer || Elevator_OpenDoor_F1_&i || Trigger || || 0.00 | ||
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{| class=standard-table | {| class=standard-table | ||
! || Output | ! || My Output || Target Entity || Target Input|| Parameter || Delay | ||
|- | |- | ||
|[[Image:Io11.png]] || OnTimer || Elevator_CloseDoor_F1_&i || Trigger || || 0.00 | |[[Image:Io11.png]] || OnTimer || Elevator_CloseDoor_F1_&i || Trigger || || 0.00 | ||
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{| class=standard-table | {| class=standard-table | ||
! || Output | ! || My Output || Target Entity || Target Input|| Parameter || Delay | ||
|- | |- | ||
|[[Image:Io11.png]] || OnFalse || F1_DoorTimerClose_&i || Enable || || 0.00 | |[[Image:Io11.png]] || OnFalse || F1_DoorTimerClose_&i || Enable || || 0.00 | ||
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{| class=standard-table | {| class=standard-table | ||
! || Output | ! || My Output || Target Entity || Target Input|| Parameter || Delay | ||
|- | |- | ||
|[[Image:Io11.png]] || OnTrigger || F1_Compare_&i || SetValue || 1 || 0.00 | |[[Image:Io11.png]] || OnTrigger || F1_Compare_&i || SetValue || 1 || 0.00 | ||
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{| class=standard-table | {| class=standard-table | ||
! || Output | ! || My Output || Target Entity || Target Input|| Parameter || Delay | ||
|- | |- | ||
|[[Image:Io11.png]] || OnEqualTo || F1_DoorBranch_&i || SetValueTest || 0 || 0.00 | |[[Image:Io11.png]] || OnEqualTo || F1_DoorBranch_&i || SetValueTest || 0 || 0.00 | ||
|} | |} |
Revision as of 12:36, 4 February 2012

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Construction
This elevator's surrounding construction fallows simililar to the MultiStop elevator tutorial, however, the elevator itself is constructed from a func_movelinear. Therefore, you will not need any pathtracks. This allows the elevator to stop exactly at each point rather than slightly above or below the intended destination.
Brush Entities
This would be the entity that will move thw player to his or her deired floor
ClassInfo
- Class
- Name
- Elevator_&i
- Move Direction (Pitch Yaw Roll)
- -90 0 0
- Move Distance
- 160
Note:To figure the move distance, add the height of the wall height plus floor thickness (The walls were 128 tall, floors were 32 thick)
- 160
- Block Damage
- 2000
Note:Necessary to prevent the elevator from getting jammed
- 2000
- Sound played when the brush starts moving
- (Pick A Sound)
- Sound played when the brush stops moving
- (Pick A Sound)
Outputs
NONE

Place this at the top most floor
ClassInfo
- Class
- Name
- Elevator_Weight_&i
- Move Direction (Pitch Yaw Roll)
- 90 0 0
- Move Distance
- 160
Note:To figure the move distance, add the height of the wall height plus floor thickness (The walls were 128 tall, floors were 32 thick)
- 160
- Block Damage
- 2000
Note:Necessary to prevent the elevator from getting jammed
- 2000
- Sound played when the brush starts moving
- (Pick A Sound)
- Sound played when the brush stops moving
- (Pick A Sound)
Outputs
NONE
This entity would be placed on a wall outside of the elevator
ClassInfo
- Class
- Name
- Elevator_F1_Button_&i
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnPressed | F1_ButtonFunctions_&i | Trigger | 0.00 |
Flags
☑ Don't move
☐ Toggle
☐ Touch Activates
☐ Damage Activates
☑ Use Activates
☐ Starts Locked
☐ Sparks
This entity would be placed inside of the elevator and will move with it.
ClassInfo
- Class
- Name
- Elevator_M1_Button_&i
- Parent
- Elevator_&i
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnPressed | F1_ButtonFunctions_&i | Trigger | 0.00 |
Flags
☑ Don't move
☐ Toggle
☐ Touch Activates
☐ Damage Activates
☑ Use Activates
☐ Starts Locked
☐ Sparks
This is used for detecting the elevator as it passes over. It is mainly used for door control, though it can be used for indicator lights.

ClassInfo
- Class
- Name
- F1_Trigger_&i
Outputs
Flags
☐ Clients
☐ NPCs
☐ Pushables
☐ Physics Objects
☐ Only player ally NPCs
☐ Only clients in vehicles
☑ Everything (not including physics debris)
☐ Only clients *not* in vehicles
☐ Physics debris
☐ Only NPCs in vehicles (respects player ally flag)
Functional Relays
These Fuctional relays were created to reduce the number of commands when operating the elevator. More for organizational purposes. For example, rather than rewriting 6 or 12 commands in roughly 24 diferent places, we can write one command for the same 24 places.
This Locks the buttons to prevent players from retriggering while the elevator is operating.
ClassInfo
- Class
- Name
- LockButtons_&i
Outputs
This unlocks when the elevator is done with the full cycle.
ClassInfo
- Class
- Name
- UnockButtons_&i
Outputs
This forces all of the logic_compare entities to compare the currently set values to effect the doors on all floors.
ClassInfo
- Class
- Name
- CompareAll_&i
Outputs
This is to force close all of the doors when the elevator starts its cycle. (Utilizing the CompareAll_&i relay)
ClassInfo
- Class
- Name
- Close_AllDoors_&i
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTrigger | CompareAll_&i | Trigger | 0.00 | |
![]() |
OnTrigger | Elevator_M_Door_&i | SetAnimation | close | 0.00 |
Used for setting all of the values to false (0) the the elevator has a destination change.
ClassInfo
- Class
- Name
- Test_Relay_All_&i
Outputs
Used to open the first floor door when the map starts.
ClassInfo
- Class
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnMapSpawn | Elevator_M_Door_&i | SetAnimation | open | 0.00 |
![]() |
OnMapSpawn | F1_DoorBranch_&i | SetValueTest | 1 | 0.00 |
Floor Spacific Functions
Increment F1 in a entity name to the next intended floor (That includes the commands as well)
- EX. (F1_TestRelay_&i to F2_TestRelay_&i)

This triggers the cycle instructions to get to the particular floor (Triggered by one of the two elevator buttons)
ClassInfo
- Class
- Name
- F1_ButtonFunctions_&i
Outputs
ClassInfo
- Class
- Name
- F1_TestRelay_&i
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTrigger | F1_Branch_Button_&i | SetValueTest | 1 | 0.01 |
![]() |
OnTrigger | Test_Relay_All_&i | Trigger | 0 | 0.00 |
ClassInfo
- Class
- Name
- F1_Branch_Button_&i
- Initial value
- 0
Outputs
NONE
ClassInfo
- Class
- Name
- F1_Branch_Trigger_&i
- Initial value
- 0
Outputs
NONE
ClassInfo
- Class
- Name
- F1_Branch_Listener_&i
- Logic Branch 01
- F1_Branch_Button_&i
- Logic Branch 02
- F1_Branch_Trigger_&i
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnAllFalse | F1_Timer_&i | Disable | 0.00 | |
![]() |
OnAllTrue | F1_Timer_&i | Enable | 0.00 | |
![]() |
OnMixed | F1_Timer_&i | Disable | 0.00 | |
![]() |
OnAllTrue | F1_Timer_&i | FireTimer | 0.10 |
ClassInfo
- Class
- Name
- F1_Timer_&i
- Start Disabled
- Yes
- Refire Interval
- 3
Outputs
ClassInfo
- Class
- Name
- Elevator_OpenDoor_F1_&i
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTrigger | Elevator_F1_Door_&i | SetAnimation | open | 0.00 |
![]() |
OnTrigger | Elevator_Sound_F1_Door_&i | PlaySound | 0.00 | |
![]() |
OnTrigger | F1_SetAllCompare_&i | Trigger | 0.00 |
ClassInfo
- Class
- Name
- Elevator_CloseDoor_F1_&i
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTrigger | Elevator_F1_Door_&i | SetAnimation | close | 0.00 |
![]() |
OnTrigger | Elevator_Sound_F1_Door_&i | PlaySound | 0.00 |
ClassInfo
- Class
- Name
- F1_DoorTimerOpen_&i
- Start Disabled
- Yes
- Refire Interval
- 3
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTimer | Elevator_OpenDoor_F1_&i | Trigger | 0.00 |
---
ClassInfo
- Class
- Name
- F1_DoorTimerClose_&i
- Start Disabled
- Yes
- Refire Interval
- 3
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTimer | Elevator_CloseDoor_F1_&i | Trigger | 0.00 |
ClassInfo
- Class
- Name
- F1_DoorBranch_&i
- Initial value
- 0
Outputs
ClassInfo
- Class
- Name
- F1_SetAllCompare_&i
Outputs
ClassInfo
- Class
- Name
- F1_Compare_&i
- Compare value
- 1
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnEqualTo | F1_DoorBranch_&i | SetValueTest | 0 | 0.00 |