Elevators: Difference between revisions

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*{{ent|func_tracktrain}} — 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
*{{ent|func_door}} — 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
*{{ent|func_elevator}} and {{ent|info_elevator_floor}} — {{l4ds}} needed to establish necessary [[L4D Level Design/Nav Flow|navigation mesh flow]].
*{{ent|func_elevator}} - {{l4ds}} needed to establish necessary [[L4D Level Design/Nav Flow|navigation mesh flow]].


==Notes==
==Notes==

Revision as of 23:06, 26 July 2024

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

However if your elevator is only Two-Stops consider the simplicity of using a vertically moving func_door.

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