Elevators: Difference between revisions

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There is no specific elevator entity in [[HL1]] or [[HL2]]. 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]] 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.}}

Revision as of 17:31, 22 March 2009

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

Note.pngNote: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 Developer 1 enabled.

Articles

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.

See Also

External links