Elevators: Difference between revisions

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{{otherlang2
{{lang|Elevators}}
|ru=Elevators:ru }}
{{Abstract Mapping}}
{{Abstract Mapping}}
__NOTOC__
__NOTOC__
There is no single specific elevator entity. Elevators must be constructed from several entities.
There is no single specific elevator entity. Elevators must be constructed from several entities.
{{note|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 <code>Developer 1</code> enabled.}}
{{note|In multiplayer {{Source|2}} 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 <code>Developer 1</code> enabled.}}


==Articles==
==Articles==
*[[Two-stop elevators]]
*[[Two-stop elevators]]
*[[Multi-stop elevators]]
*[[Multi-stop elevators]]
*[[Advanced elevators]] &mdash; extra features for elevators, such as counterweights and multi-part sliding doors
*[[Advanced elevators]] extra features for elevators, such as counterweights and multi-part sliding doors


==Entities==
==Entities==
*[[func_movelinear]] &mdash; moves along an axis between two points; mainly useful for two-stop elevators
*{{ent|func_movelinear}} — moves along an axis between two points; mainly useful for two-stop elevators
*[[func_tracktrain]] &mdash; moves between several points (See [[Trains]]); the easiest entity for multi-stop elevators
*{{ent|func_tracktrain}} — moves between several points (see [[Trains]]); the easiest entity for multi-stop elevators
*[[func_door]] &mdash; moves between two positions and can't stop mid-way; only useful for two-stop elevators
*{{ent|func_door}} — moves between two positions and can't stop mid-way; only useful for two-stop elevators
*[[func_elevator]] and [[info_elevator_floor]] &mdash; {{l4ds}} needed to establish necessary [[L4D Level Design/Nav Flow|navigation mesh flow]].
*{{ent|func_elevator}} and {{ent|info_elevator_floor}} — {{l4ds}} needed to establish necessary [[L4D Level Design/Nav Flow|navigation mesh flow]].


==Notes==
==Notes==
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* [[:Category: Level Design]]
* [[:Category: Level Design]]


==External links==
==External Links==
*[http://web.archive.org/web/20080424074044/http://www.halflifestorm.com/?page=tutorials&tutorial=8 Creating a Working Elevator Tutorial: Adding Sounds] {{Archived|date=24 April, 2008}}
*[http://web.archive.org/web/20080424074044/http://www.halflifestorm.com/?page=tutorials&tutorial=8 Creating a Working Elevator Tutorial: Adding Sounds] {{Archived|date=24 April, 2008}}
*[http://web.archive.org/web/20080424074039/http://www.halflifestorm.com/?page=tutorials&tutorial=7 Creating a Working Elevator Tutorial: Adding Doors] {{Archived|date=24 April, 2008}}
*[http://web.archive.org/web/20080424074039/http://www.halflifestorm.com/?page=tutorials&tutorial=7 Creating a Working Elevator Tutorial: Adding Doors] {{Archived|date=24 April, 2008}}
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[[Category:Hubs]]
[[Category:Hubs]]
[[Category:Level Design]]

Revision as of 16:07, 8 May 2022

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

Note.pngNote:In multiplayer Source 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

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