Elevators: Difference between revisions
| m (→Entities) | No edit summary | ||
| Line 3: | Line 3: | ||
| {{note|In [[HL2DM]] any vertically-moving platform will seem jerky to anyone riding it. This can make elevators look very bad, so test the effect before building a complete elevator in a Deathmatch level.}} | {{note|In [[HL2DM]] any vertically-moving platform will seem jerky to anyone riding it. This can make elevators look very bad, so test the effect before building a complete elevator in a Deathmatch level.}} | ||
| (This applies to all multiplayer Source games due to the network player physics designed to save on resources.<br /> Always test your Elevators/Lifts with <code>Developer 1</code> enabled.) | |||
| {{TODO|need a tutorial article}} | {{TODO|need a tutorial article}} | ||
Revision as of 10:10, 2 November 2005
| 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.
 Note:In HL2DM any vertically-moving platform will seem jerky to anyone riding it. This can make elevators look very bad, so test the effect before building a complete elevator in a Deathmatch level.
Note:In HL2DM any vertically-moving platform will seem jerky to anyone riding it. This can make elevators look very bad, so test the effect before building a complete elevator in a Deathmatch level.(This applies to all multiplayer Source games due to the network player physics designed to save on resources.
 Always test your Elevators/Lifts with Developer 1 enabled.)
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)