Elevators: Difference between revisions
Jump to navigation
Jump to search
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
No edit summary |
m (Reverted edit of Pgmaker, changed back to last version by Ts2do) |
||
Line 1: | Line 1: | ||
{{Abstract Mapping}} __NOTOC__ | |||
There is no specific elevator entity in [[HL1]] or [[HL2]]. 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.}} | |||
==Articles== | |||
*[[Two-stop elevators]] | |||
*[[Multi-stop elevators]] | |||
*[[Advanced elevators]] — extra features for elevators, such as counterweights and multi-part sliding doors | |||
==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== | |||
*[http://www.akilling.org/download/WiseElevator.zip 4 Floor Elevator] (sample map) | |||
*[http://www.akilling.org/download/WiseElevator2.zip 4 Floor Elevator with additions] (Same sample, more complex) | |||
*[http://www.akilling.org/akg/tutorials/wiseElevators.asp HL2 4-floor Elevator Tutorial] | |||
[[Category:Level Design]] |
Revision as of 11:04, 8 February 2006
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.

Developer 1
enabled.Articles
- Two-stop elevators
- Multi-stop elevators
- Advanced elevators — extra features for elevators, such as counterweights and multi-part sliding doors
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)
- 4 Floor Elevator with additions (Same sample, more complex)
- HL2 4-floor Elevator Tutorial