Alternative Multi-Stop Elevator: Difference between revisions
Kwp17pitts (talk | contribs) |
Kwp17pitts (talk | contribs) No edit summary |
||
Line 1: | Line 1: | ||
{{wip}} | {{wip}} | ||
{{Note|This is a six floor elevator, However theretically can take a near unlimited nuber of floors though its best to restrict a limit that best fits to the map design}} | {{Note|This is a six floor elevator, However theretically can take a near unlimited nuber of floors though its best to restrict a limit that best fits to the map design (this has been tested up to ten floors so far --[[User:Kwp17pitts|Kwp17pitts]] 10:18, 5 February 2012 (PST))}} | ||
Line 449: | Line 449: | ||
---- | ---- | ||
This branch will only have a true value (1) if the corresponging button has been pressed (ex. if "Elevator_F1_Button_&i" was pressed, F1_Branch_Button_&i would be set to true) | |||
'''ClassInfo''' | '''ClassInfo''' | ||
Line 466: | Line 468: | ||
---- | ---- | ||
This branch will only have a true value (1) if the corresponging trigger has been tripped (ex. if "F1_Trigger_&i" was pressed, "F1_Branch_Trigger_&i" would be set to true) | |||
'''ClassInfo''' | '''ClassInfo''' | ||
Line 483: | Line 488: | ||
---- | ---- | ||
This listens to the values of both branches, of the same floor, before triggering the timer control. (This is only set to look for the true value of the branches) | |||
'''ClassInfo''' | '''ClassInfo''' | ||
Line 513: | Line 520: | ||
---- | ---- | ||
This was used to prevent retriggering the doors, only activates the fallowing commands after a 3 second delay. | |||
'''ClassInfo''' | '''ClassInfo''' | ||
Line 547: | Line 556: | ||
---- | ---- | ||
A set of instructions to open the specified door on the same floor. | |||
'''ClassInfo''' | '''ClassInfo''' | ||
Line 569: | Line 580: | ||
---- | ---- | ||
A set of instructions to close the specified door on the same floor. | |||
'''ClassInfo''' | '''ClassInfo''' | ||
Line 589: | Line 602: | ||
---- | ---- | ||
timer delay for opening the door on the specified floor (prevents glitching the animations) | |||
'''ClassInfo''' | '''ClassInfo''' | ||
Line 613: | Line 628: | ||
--- | --- | ||
timer delay for closing the door on the specified floor (prevents glitching the animations) | |||
'''ClassInfo''' | '''ClassInfo''' | ||
Line 637: | Line 654: | ||
---- | ---- | ||
This controls when the door should be open or closed | |||
'''ClassInfo''' | '''ClassInfo''' | ||
Line 672: | Line 691: | ||
---- | ---- | ||
This sets all of the floors to a certain value (if we were going to floor 6, all of the value are set to six, then only one logic_compare enity is tripped that uses 6 as its compare value therefor only triggering the doors on the sixth floor) | |||
'''ClassInfo''' | '''ClassInfo''' | ||
Line 710: | Line 731: | ||
:Compare value | :Compare value | ||
::''1'' | ::''1'' {{Note| This must be change to the cooresponding floor number (If F6_Compare_&i then this value must be set at 6) | ||
'''Outputs''' | '''Outputs''' |
Revision as of 11:18, 5 February 2012

As a courtesy, please do not edit this while this message is displayed.
If this page has not been edited for at least several hours to a few days, please remove this template. This message is intended to help reduce edit conflicts; please remove it between editing sessions to allow others to edit the page.
The person who added this notice will be listed in its edit history should you wish to contact them.

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 desired 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 |
This branch will only have a true value (1) if the corresponging button has been pressed (ex. if "Elevator_F1_Button_&i" was pressed, F1_Branch_Button_&i would be set to true)
ClassInfo
- Class
- Name
- F1_Branch_Button_&i
- Initial value
- 0
Outputs
NONE
This branch will only have a true value (1) if the corresponging trigger has been tripped (ex. if "F1_Trigger_&i" was pressed, "F1_Branch_Trigger_&i" would be set to true)
ClassInfo
- Class
- Name
- F1_Branch_Trigger_&i
- Initial value
- 0
Outputs
NONE
This listens to the values of both branches, of the same floor, before triggering the timer control. (This is only set to look for the true value of the branches)
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 |
This was used to prevent retriggering the doors, only activates the fallowing commands after a 3 second delay.
ClassInfo
- Class
- Name
- F1_Timer_&i
- Start Disabled
- Yes
- Refire Interval
- 3
Outputs
A set of instructions to open the specified door on the same floor.
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 |
A set of instructions to close the specified door on the same floor.
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 |
timer delay for opening the door on the specified floor (prevents glitching the animations)
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 |
---
timer delay for closing the door on the specified floor (prevents glitching the animations)
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 |
This controls when the door should be open or closed
ClassInfo
- Class
- Name
- F1_DoorBranch_&i
- Initial value
- 0
Outputs
This sets all of the floors to a certain value (if we were going to floor 6, all of the value are set to six, then only one logic_compare enity is tripped that uses 6 as its compare value therefor only triggering the doors on the sixth floor)
ClassInfo
- Class
- Name
- F1_SetAllCompare_&i
Outputs
ClassInfo
- Class
- Name
- F1_Compare_&i
- Compare value
- 1 {{Note| This must be change to the cooresponding floor number (If F6_Compare_&i then this value must be set at 6)
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnEqualTo | F1_DoorBranch_&i | SetValueTest | 0 | 0.00 |