Alternative Multi-Stop Elevator: Difference between revisions
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[[Image:Elevator sixfloor.png|900px|center|thumb|This tutorial is based from a six-floor elevator. However, you can any number of floors you wish with some minor changes to the entities.]] | |||
== Theory == | |||
=== Initial Start === | |||
First when the player gets int an elevator, he or she will press a button representing a floor. Lets say '''Elevator_M6_Button_&i''' (Floor 6) was pressed (Pressing '''Elevator_F6_Button_&i''' refer to the same set of commands), it would first trigger the '''F6_ButtonFunctions_&i''' commands to trigger '''Close_AllDoors_&i''', '''F6_TestRelay_&i''', '''LockButtons_&i'''. Also calling '''Elevator_&i''' and '''Elevator_Weight_&i''' to SetPosition to '''5''' (Floor 6 is 5) (func_movelinear always start with '''0'''). As well as calling the | First when the player gets int an elevator, he or she will press a button representing a floor. Lets say '''Elevator_M6_Button_&i''' (Floor 6) was pressed (Pressing '''Elevator_F6_Button_&i''' refer to the same set of commands), it would first trigger the '''F6_ButtonFunctions_&i''' commands to trigger '''Close_AllDoors_&i''', '''F6_TestRelay_&i''', '''LockButtons_&i'''. Also calling '''Elevator_&i''' and '''Elevator_Weight_&i''' to SetPosition to '''5''' (Floor 6 is 5) (func_movelinear always start with '''0'''). As well as calling the | ||
'''Elevator_Chime_&i''' to PlaySound. | '''Elevator_Chime_&i''' to PlaySound. | ||
=== Closing All Doors === | |||
'''Close_AllDoors_&i''' actually closes one door, but calls on the '''CompareAll_&i''' to do its own work of finding the open doors thus preventing refiring all of the doors to animate unnecessarily (or glitch). When '''CompareAll_&i''' is triggered, it causes all of logic_compare enities named '''F1_Compare_&i''' through '''F6_Compare_&i''' to force their comparisons to be made. | '''Close_AllDoors_&i''' actually closes one door, but calls on the '''CompareAll_&i''' to do its own work of finding the open doors thus preventing refiring all of the doors to animate unnecessarily (or glitch). When '''CompareAll_&i''' is triggered, it causes all of logic_compare enities named '''F1_Compare_&i''' through '''F6_Compare_&i''' to force their comparisons to be made. | ||
'''F6_TestRelay_&i''' will trigger the '''Test_Relay_All_&i'''(which forces the value of zero and tests it for branchesz '''F1_Branch_Button_&i''' through '''F6_Branch_Button_&i''') and retrigger '''F6_Branch_Button_&i''' to have its value set at one and tested. | '''F6_TestRelay_&i''' will trigger the '''Test_Relay_All_&i'''(which forces the value of zero and tests it for branchesz '''F1_Branch_Button_&i''' through '''F6_Branch_Button_&i''') and retrigger '''F6_Branch_Button_&i''' to have its value set at one and tested. | ||
'''LockButtons_&i''' Locks all of the buttons inside and outside of the elevator for the duration of the cycle (prevents the elevator from changing floors while running) | '''LockButtons_&i''' Locks all of the buttons inside and outside of the elevator for the duration of the cycle (prevents the elevator from changing floors while running) | ||
When '''Elevator_&i''' gets to the sixth floor, it passes over the '''F6_Trigger_&i''' (Passe over others as well) .When the elevator is touching '''F6_Trigger_&i''' , it sets the value of 1 and tests it on '''F6_Branch_Trigger_&i''', when it is not touching it sets '''F6_Branch_Trigger_&i''' to 0 and tests it. (This also fires other commands but they are not critical to operation). | When '''Elevator_&i''' gets to the sixth floor, it passes over the '''F6_Trigger_&i''' (Passe over others as well) .When the elevator is touching '''F6_Trigger_&i''' , it sets the value of 1 and tests it on '''F6_Branch_Trigger_&i''', when it is not touching it sets '''F6_Branch_Trigger_&i''' to 0 and tests it. (This also fires other commands but they are not critical to operation). | ||
The '''F6_Branch_Listener_&i''' Listens to find if both '''F6_Branch_Button_&i''' and '''F6_Branch_Trigger_&i''' set to 1. If that is the case it fires '''F6_Timer_&i''' to start. After the duration of 3 seconds have passed, it triggers '''UnlockButtons_&i''', 1/6 of a second later it locks both '''Elevator_F6_Button_&i''' and '''Elevator_M6_Button_&i''', 5/6 of a second later it disables '''F6_Timer_&i''', and last at 1 5/6 of a second later, '''Elevator_M_Door_&i''' is opened and '''F6_DoorBranch_&i''' value is set at 1 and tested. | The '''F6_Branch_Listener_&i''' Listens to find if both '''F6_Branch_Button_&i''' and '''F6_Branch_Trigger_&i''' set to 1. If that is the case it fires '''F6_Timer_&i''' to start. After the duration of 3 seconds have passed, it triggers '''UnlockButtons_&i''', 1/6 of a second later it locks both '''Elevator_F6_Button_&i''' and '''Elevator_M6_Button_&i''', 5/6 of a second later it disables '''F6_Timer_&i''', and last at 1 5/6 of a second later, '''Elevator_M_Door_&i''' is opened and '''F6_DoorBranch_&i''' value is set at 1 and tested. | ||
When the'''F6_DoorBranch_&i''' conditions are met ,It triggers '''F6_DoorTimerOpen_&i''' to be enabled and fires the timer 1/6 of a second later. When the time is up it fires '''Elevator_OpenDoor_F6_&i'' to tigger. Then '''Elevator_F6_Door_&i''' is triggered to open, '''Elevator_Sound_F6_Door_&i''' PlaySound, and '''F6_SetAllCompare_&i''' is triggered setting all of the logic_compare entities '''F1_Compare_&i''' Through '''F6_Compare_&i''' to 6. When the condition is met, '''F6_Compare_&i''' will trigger '''F6_DoorBranch_&i''' set the value to 0 and test it. | When the'''F6_DoorBranch_&i''' conditions are met ,It triggers '''F6_DoorTimerOpen_&i''' to be enabled and fires the timer 1/6 of a second later. When the time is up it fires '''Elevator_OpenDoor_F6_&i'' to tigger. Then '''Elevator_F6_Door_&i''' is triggered to open, '''Elevator_Sound_F6_Door_&i''' PlaySound, and '''F6_SetAllCompare_&i''' is triggered setting all of the logic_compare entities '''F1_Compare_&i''' Through '''F6_Compare_&i''' to 6. When the condition is met, '''F6_Compare_&i''' will trigger '''F6_DoorBranch_&i''' set the value to 0 and test it. | ||
[http://youtu.be/qbZSnerPSKE Result of the Explained Example] | [http://youtu.be/qbZSnerPSKE Result of the Explained Example] | ||
== Brush Work Construction == | == Brush Work Construction == | ||
This elevator's surrounding construction fallows simililar to the [[:Multi-stop elevators|MultiStop elevator tutorial]], however, the elevator itself is constructed from a [[func_movelinear]]. Therefore, you will not need any pathtracks. This allows the elevator to stop exactly at each point rather than slightly above or below the intended destination. However this method can be time consuming to make and can be more confusing as well. A majority of the | This elevator's surrounding construction fallows simililar to the [[:Multi-stop elevators|MultiStop elevator tutorial]], however, the elevator itself is constructed from a [[func_movelinear]]. Therefore, you will not need any pathtracks. This allows the elevator to stop exactly at each point rather than slightly above or below the intended destination. However this method can be time consuming to make and can be more confusing as well. A majority of the entities used are for accurate door control, which would make the design fairly worthless for anything less than 3 floors. | ||
What's needed for a six floor elevator: | |||
7 [[ambient_generic]](s) | 7 [[ambient_generic]](s) | ||
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18 [[logic_timer]](s) | 18 [[logic_timer]](s) | ||
6 [[ | 6 [[trigger_multiple]](s) | ||
== Brush Entities == | == Brush Entities == | ||
This would be the entity that will move the player to his or her desired floor | This would be the entity that will move the player to his or her desired floor | ||
Line 136: | Line 110: | ||
☑ Don't move | ☑ Don't move | ||
☑ Use Activates | ☑ Use Activates | ||
---- | ---- | ||
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☑ Don't move | ☑ Don't move | ||
☑ Use Activates | ☑ Use Activates | ||
---- | ---- | ||
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☑ Don't move | ☑ Don't move | ||
&# | ☑ Use Activates | ||
---- | |||
This entity would be placed on a wall outside of the elevator | |||
This entity would be placed on a wall outside of the elevator | |||
'''ClassInfo''' | '''ClassInfo''' | ||
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☑ Don't move | ☑ Don't move | ||
☑ Use Activates | ☑ Use Activates | ||
---- | ---- | ||
Line 296: | Line 230: | ||
☑ Don't move | ☑ Don't move | ||
☑ Use Activates | ☑ Use Activates | ||
---- | ---- | ||
Line 336: | Line 260: | ||
☑ Don't move | ☑ Don't move | ||
☑ Use Activates | ☑ Use Activates | ||
---- | ---- | ||
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☑ Don't move | ☑ Don't move | ||
☑ Use Activates | ☑ Use Activates | ||
---- | ---- | ||
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☑ Don't move | ☑ Don't move | ||
☑ Use Activates | ☑ Use Activates | ||
---- | ---- | ||
Line 465: | Line 357: | ||
☑ Don't move | ☑ Don't move | ||
&# | ☑ Use Activates | ||
---- | |||
This entity would be placed inside of the elevator and will move with it. | |||
This entity would be placed inside of the elevator and will move with it. | |||
'''ClassInfo''' | '''ClassInfo''' | ||
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☑ Don't move | ☑ Don't move | ||
☑ Use Activates | ☑ Use Activates | ||
---- | ---- | ||
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☑ Don't move | ☑ Don't move | ||
☑ Use Activates | ☑ Use Activates | ||
---- | ---- | ||
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☑ Don't move | ☑ Don't move | ||
☑ Use Activates | ☑ Use Activates | ||
---- | ---- | ||
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This is used for detecting the elevator as it passes over. It is mainly used for door control, though it can be used for indicator lights. | This is used for detecting the elevator as it passes over. It is mainly used for door control, though it can be used for indicator lights. | ||
{{Note|These must be carefully | {{Note|These must be carefully placed to allow the doors to function properly}} | ||
'''ClassInfo''' | '''ClassInfo''' | ||
Line 641: | Line 492: | ||
'''Flags''' | '''Flags''' | ||
☑ Everything (not including physics debris) | ☑ Everything (not including physics debris) | ||
---- | ---- | ||
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'''Flags''' | '''Flags''' | ||
☑ Everything (not including physics debris) | ☑ Everything (not including physics debris) | ||
---- | ---- | ||
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'''Flags''' | '''Flags''' | ||
☑ Everything (not including physics debris) | ☑ Everything (not including physics debris) | ||
---- | ---- | ||
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'''Flags''' | '''Flags''' | ||
☑ Everything (not including physics debris) | ☑ Everything (not including physics debris) | ||
---- | ---- | ||
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'''Flags''' | '''Flags''' | ||
☑ Everything (not including physics debris) | ☑ Everything (not including physics debris) | ||
---- | ---- | ||
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'''Flags''' | '''Flags''' | ||
☑ Everything (not including physics debris) | ☑ Everything (not including physics debris) | ||
== Functional Relays == | == Functional Relays == | ||
[[File:FunctionalEnts.jpg]] | [[File:FunctionalEnts.jpg]] | ||
These Fuctional relays were created to reduce the number of commands when operating the elevator. More for organizational purposes. For example, rather than rewriting 6 or 12 commands in roughly 24 diferent places, we can write one command for the same 24 places. | These Fuctional relays were created to reduce the number of commands when operating the elevator. More for organizational purposes. For example, rather than rewriting 6 or 12 commands in roughly 24 diferent places, we can write one command for the same 24 places. | ||
This locks the buttons to prevent players from retriggering while the elevator is operating. | |||
This | |||
'''ClassInfo''' | '''ClassInfo''' | ||
Line 1,163: | Line 902: | ||
|[[Image:Io11.png]] || OnMapSpawn || F1_DoorBranch_&i || SetValueTest || 1 || 0.00 | |[[Image:Io11.png]] || OnMapSpawn || F1_DoorBranch_&i || SetValueTest || 1 || 0.00 | ||
|} | |} | ||
== Floor Spacific Functions == | == Floor Spacific Functions == | ||
Line 1,173: | Line 911: | ||
[[File:FloorSpacificEnts close 3.jpg|600px|center]] | [[File:FloorSpacificEnts close 3.jpg|600px|center]] | ||
{{Note|For | {{Note|For every floor you intend to add, all of these entities need to be present in each additional floor for the elevator to operate correctly.}} | ||
== Floor 1 == | == Floor 1 == | ||
This triggers the cycle instructions to get to the particular floor (Triggered by one of the two elevator buttons) | This triggers the cycle instructions to get to the particular floor (Triggered by one of the two elevator buttons) | ||
Line 1,212: | Line 946: | ||
|[[Image:Io11.png]] || OnTrigger || Elevator_Weight_&i || SetPosition || 0 || 2.00 | |[[Image:Io11.png]] || OnTrigger || Elevator_Weight_&i || SetPosition || 0 || 2.00 | ||
|} | |} | ||
---- | ---- | ||
Line 1,263: | Line 996: | ||
This branch will only have a true value (1) if the corresponging trigger has been tripped (ex. if "F1_Trigger_&i" was pressed, "F1_Branch_Trigger_&i" would be set to true) | This branch will only have a true value (1) if the corresponging trigger has been tripped (ex. if "F1_Trigger_&i" was pressed, "F1_Branch_Trigger_&i" would be set to true) | ||
'''ClassInfo''' | '''ClassInfo''' | ||
Line 1,439: | Line 1,171: | ||
--- | --- | ||
Timer delay for closing the door on the specified floor (prevents glitching the animations) | |||
'''ClassInfo''' | '''ClassInfo''' | ||
Line 1,541: | Line 1,273: | ||
---- | ---- | ||
{{Note| The Compare value must be changed to the cooresponding floor number (If F6_Compare_&i then this value must be set at 6) | {{Note|The Compare value must be changed to the cooresponding floor number (If F6_Compare_&i then this value must be set at 6) | ||
'''ClassInfo''' | '''ClassInfo''' | ||
Line 1,566: | Line 1,298: | ||
== Floor 2 == | == Floor 2 == | ||
This triggers the cycle instructions to get to the particular floor (Triggered by one of the two elevator buttons) | This triggers the cycle instructions to get to the particular floor (Triggered by one of the two elevator buttons) | ||
Line 1,599: | Line 1,330: | ||
|[[Image:Io11.png]] || OnTrigger || Elevator_Weight_&i || SetPosition || 1 || 2.00 | |[[Image:Io11.png]] || OnTrigger || Elevator_Weight_&i || SetPosition || 1 || 2.00 | ||
|} | |} | ||
---- | ---- | ||
Line 1,798: | Line 1,528: | ||
---- | ---- | ||
Timer delay for opening the door on the specified floor (prevents glitching the animations) | |||
'''ClassInfo''' | '''ClassInfo''' | ||
Line 2,183: | Line 1,913: | ||
---- | ---- | ||
Timer delay for opening the door on the specified floor (prevents glitching the animations) | |||
'''ClassInfo''' | '''ClassInfo''' | ||
Line 3,489: | Line 3,219: | ||
|[[Image:Io11.png]] || OnEqualTo || F6_DoorBranch_&i || SetValueTest || 0 || 0.00 | |[[Image:Io11.png]] || OnEqualTo || F6_DoorBranch_&i || SetValueTest || 0 || 0.00 | ||
|} | |} | ||
[[Category:Tutorials]] | [[Category:Tutorials]] |
Revision as of 10:48, 24 June 2012

Theory
Initial Start
First when the player gets int an elevator, he or she will press a button representing a floor. Lets say Elevator_M6_Button_&i (Floor 6) was pressed (Pressing Elevator_F6_Button_&i refer to the same set of commands), it would first trigger the F6_ButtonFunctions_&i commands to trigger Close_AllDoors_&i, F6_TestRelay_&i, LockButtons_&i. Also calling Elevator_&i and Elevator_Weight_&i to SetPosition to 5 (Floor 6 is 5) (func_movelinear always start with 0). As well as calling the Elevator_Chime_&i to PlaySound.
Closing All Doors
Close_AllDoors_&i actually closes one door, but calls on the CompareAll_&i to do its own work of finding the open doors thus preventing refiring all of the doors to animate unnecessarily (or glitch). When CompareAll_&i is triggered, it causes all of logic_compare enities named F1_Compare_&i through F6_Compare_&i to force their comparisons to be made.
F6_TestRelay_&i will trigger the Test_Relay_All_&i(which forces the value of zero and tests it for branchesz F1_Branch_Button_&i through F6_Branch_Button_&i) and retrigger F6_Branch_Button_&i to have its value set at one and tested.
LockButtons_&i Locks all of the buttons inside and outside of the elevator for the duration of the cycle (prevents the elevator from changing floors while running)
When Elevator_&i gets to the sixth floor, it passes over the F6_Trigger_&i (Passe over others as well) .When the elevator is touching F6_Trigger_&i , it sets the value of 1 and tests it on F6_Branch_Trigger_&i, when it is not touching it sets F6_Branch_Trigger_&i to 0 and tests it. (This also fires other commands but they are not critical to operation).
The F6_Branch_Listener_&i Listens to find if both F6_Branch_Button_&i and F6_Branch_Trigger_&i set to 1. If that is the case it fires F6_Timer_&i to start. After the duration of 3 seconds have passed, it triggers UnlockButtons_&i, 1/6 of a second later it locks both Elevator_F6_Button_&i and Elevator_M6_Button_&i, 5/6 of a second later it disables F6_Timer_&i, and last at 1 5/6 of a second later, Elevator_M_Door_&i is opened and F6_DoorBranch_&i value is set at 1 and tested.
When the'F6_DoorBranch_&i conditions are met ,It triggers F6_DoorTimerOpen_&i to be enabled and fires the timer 1/6 of a second later. When the time is up it fires Elevator_OpenDoor_F6_&i to tigger. Then Elevator_F6_Door_&i is triggered to open, Elevator_Sound_F6_Door_&i PlaySound, and F6_SetAllCompare_&i is triggered setting all of the logic_compare entities F1_Compare_&i Through F6_Compare_&i to 6. When the condition is met, F6_Compare_&i will trigger F6_DoorBranch_&i set the value to 0 and test it.
Result of the Explained Example
Brush Work Construction
This elevator's surrounding construction fallows simililar to the MultiStop elevator tutorial, however, the elevator itself is constructed from a func_movelinear. Therefore, you will not need any pathtracks. This allows the elevator to stop exactly at each point rather than slightly above or below the intended destination. However this method can be time consuming to make and can be more confusing as well. A majority of the entities used are for accurate door control, which would make the design fairly worthless for anything less than 3 floors.
What's needed for a six floor elevator:
7 ambient_generic(s)
12 func_button(s)
16 func_door(s)(Or 7 prop_dynamic(s) )
1 func_movelinear(s)
18 logic_branch(es)
6 logic_compare(s)
35 logic_relay(s)
18 logic_timer(s)
6 trigger_multiple(s)
Brush Entities
This would be the entity that will move the player to his or her desired floor
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_&i |
Move Direction (Pitch Yaw Roll) | -90 0 0 |
Move Distance | 160 |
Block Damage | 2000 |
Sound played when the brush starts moving | (Pick A Sound) |
Sound played when the brush stops moving | (Pick A Sound) |
Outputs
NONE
This entity would be placed on a wall outside of the elevator
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_F1_Button_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnPressed | F1_ButtonFunctions_&i | Trigger | 0.00 |
Flags
☑ Don't move
☑ Use Activates
This entity would be placed on a wall outside of the elevator
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_F2_Button_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnPressed | F2_ButtonFunctions_&i | Trigger | 0.00 |
Flags
☑ Don't move
☑ Use Activates
This entity would be placed on a wall outside of the elevator
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_F3_Button_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnPressed | F3_ButtonFunctions_&i | Trigger | 0.00 |
Flags
☑ Don't move
☑ Use Activates
This entity would be placed on a wall outside of the elevator
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_F4_Button_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnPressed | F4_ButtonFunctions_&i | Trigger | 0.00 |
Flags
☑ Don't move
☑ Use Activates
This entity would be placed on a wall outside of the elevator
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_F5_Button_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnPressed | F5_ButtonFunctions_&i | Trigger | 0.00 |
Flags
☑ Don't move
☑ Use Activates
This entity would be placed on a wall outside of the elevator
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_F6_Button_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnPressed | F6_ButtonFunctions_&i | Trigger | 0.00 |
Flags
☑ Don't move
☑ Use Activates
This entity would be placed inside of the elevator and will move with it.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_M1_Button_&i |
Parent | Elevator_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnPressed | F1_ButtonFunctions_&i | Trigger | 0.00 |
Flags
☑ Don't move
☑ Use Activates
This entity would be placed inside of the elevator and will move with it.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_M2_Button_&i |
Parent | Elevator_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnPressed | F2_ButtonFunctions_&i | Trigger | 0.00 |
Flags
☑ Don't move
☑ Use Activates
This entity would be placed inside of the elevator and will move with it.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_M3_Button_&i |
Parent | Elevator_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnPressed | F3_ButtonFunctions_&i | Trigger | 0.00 |
Flags
☑ Don't move
☑ Use Activates
This entity would be placed inside of the elevator and will move with it.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_M4_Button_&i |
Parent | Elevator_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnPressed | F4_ButtonFunctions_&i | Trigger | 0.00 |
Flags
☑ Don't move
☑ Use Activates
This entity would be placed inside of the elevator and will move with it.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_M5_Button_&i |
Parent | Elevator_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnPressed | F5_ButtonFunctions_&i | Trigger | 0.00 |
Flags
☑ Don't move
☑ Use Activates
This entity would be placed inside of the elevator and will move with it.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_M6_Button_&i |
Parent | Elevator_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnPressed | F6_ButtonFunctions_&i | Trigger | 0.00 |
Flags
☑ Don't move
☑ Use Activates
This is used for detecting the elevator as it passes over. It is mainly used for door control, though it can be used for indicator lights.

ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F1_Trigger_&i |
Outputs
Flags
☑ Everything (not including physics debris)
This is used for detecting the elevator as it passes over. It is mainly used for door control, though it can be used for indicator lights.

ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F2_Trigger_&i |
Outputs
Flags
☑ Everything (not including physics debris)
This is used for detecting the elevator as it passes over. It is mainly used for door control, though it can be used for indicator lights.

ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F3_Trigger_&i |
Outputs
Flags
☑ Everything (not including physics debris)
This is used for detecting the elevator as it passes over. It is mainly used for door control, though it can be used for indicator lights.

ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F4_Trigger_&i |
Outputs
Flags
☑ Everything (not including physics debris)
This is used for detecting the elevator as it passes over. It is mainly used for door control, though it can be used for indicator lights.

ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F5_Trigger_&i |
Outputs
Flags
☑ Everything (not including physics debris)
This is used for detecting the elevator as it passes over. It is mainly used for door control, though it can be used for indicator lights.

ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F6_Trigger_&i |
Outputs
Flags
☑ Everything (not including physics debris)
Functional Relays
These Fuctional relays were created to reduce the number of commands when operating the elevator. More for organizational purposes. For example, rather than rewriting 6 or 12 commands in roughly 24 diferent places, we can write one command for the same 24 places.
This locks the buttons to prevent players from retriggering while the elevator is operating.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | LockButtons_&i |
Outputs
This unlocks when the elevator is done with the full cycle.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | UnockButtons_&i |
Outputs
This forces all of the logic_compare entities to compare the currently set values to effect the doors on all floors.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | CompareAll_&i |
Outputs
This is to force close all of the doors when the elevator starts its cycle. (Utilizing the CompareAll_&i relay)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Close_AllDoors_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTrigger | CompareAll_&i | Trigger | 0.00 | |
![]() |
OnTrigger | Elevator_M_Door_&i | SetAnimation | close | 0.00 |
Used for setting all of the values to false (0) the the elevator has a destination change.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Test_Relay_All_&i |
Outputs
Used to open the first floor door when the map starts.
ClassInfo
- Class
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnMapSpawn | Elevator_M_Door_&i | SetAnimation | open | 0.00 |
![]() |
OnMapSpawn | F1_DoorBranch_&i | SetValueTest | 1 | 0.00 |
Floor Spacific Functions

Floor 1
This triggers the cycle instructions to get to the particular floor (Triggered by one of the two elevator buttons)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F1_ButtonFunctions_&i |
Outputs
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F1_TestRelay_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTrigger | F1_Branch_Button_&i | SetValueTest | 1 | 0.01 |
![]() |
OnTrigger | Test_Relay_All_&i | Trigger | 0 | 0.00 |
This branch will only have a true value (1) if the corresponging button has been pressed (ex. if "Elevator_F1_Button_&i" was pressed, F1_Branch_Button_&i would be set to true)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F1_Branch_Button_&i |
Initial value | 0 |
Outputs
NONE
This branch will only have a true value (1) if the corresponging trigger has been tripped (ex. if "F1_Trigger_&i" was pressed, "F1_Branch_Trigger_&i" would be set to true)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F1_Branch_Trigger_&i |
Initial value | 0 |
Outputs
NONE
This listens to the values of both branches, of the same floor, before triggering the timer control. (This is only set to look for the true value of the branches)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F1_Branch_Listener_&i |
Logic Branch 01 | F1_Branch_Button_&i |
Logic Branch 02 | F1_Branch_Trigger_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnAllFalse | F1_Timer_&i | Disable | 0.00 | |
![]() |
OnAllTrue | F1_Timer_&i | Enable | 0.00 | |
![]() |
OnMixed | F1_Timer_&i | Disable | 0.00 | |
![]() |
OnAllTrue | F1_Timer_&i | FireTimer | 0.10 |
This was used to prevent retriggering the doors, only activates the fallowing commands after a 3 second delay.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F1_Timer_&i |
Start Disabled | Yes |
Refire Interval | 3 |
Outputs
A set of instructions to open the specified door on the same floor.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_OpenDoor_F1_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTrigger | Elevator_F1_Door_&i | SetAnimation | open | 0.00 |
![]() |
OnTrigger | Elevator_Sound_F1_Door_&i | PlaySound | 0.00 | |
![]() |
OnTrigger | F1_SetAllCompare_&i | Trigger | 0.00 |
A set of instructions to close the specified door on the same floor.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_CloseDoor_F1_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTrigger | Elevator_F1_Door_&i | SetAnimation | close | 0.00 |
![]() |
OnTrigger | Elevator_Sound_F1_Door_&i | PlaySound | 0.00 |
timer delay for opening the door on the specified floor (prevents glitching the animations)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F1_DoorTimerOpen_&i |
Start Disabled | Yes |
Refire Interval | 3 |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTimer | Elevator_OpenDoor_F1_&i | Trigger | 0.00 |
---
Timer delay for closing the door on the specified floor (prevents glitching the animations)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F1_DoorTimerClose_&i |
Start Disabled | Yes |
Refire Interval | 3 |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTimer | Elevator_CloseDoor_F1_&i | Trigger | 0.00 |
This controls when the door should be open or closed
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F1_DoorBranch_&i |
Initial value | 0 |
Outputs
This sets all of the floors to a certain value (if we were going to floor 6, all of the value are set to six, then only one logic_compare enity is tripped that uses 6 as its compare value therefor only triggering the doors on the sixth floor)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F1_SetAllCompare_&i |
Outputs
{{Note|The Compare value must be changed to the cooresponding floor number (If F6_Compare_&i then this value must be set at 6)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F1_Compare_&i |
Compare value | 1 |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnEqualTo | F1_DoorBranch_&i | SetValueTest | 0 | 0.00 |
Floor 2
This triggers the cycle instructions to get to the particular floor (Triggered by one of the two elevator buttons)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F2_ButtonFunctions_&i |
Outputs
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F2_TestRelay_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTrigger | F2_Branch_Button_&i | SetValueTest | 1 | 0.01 |
![]() |
OnTrigger | Test_Relay_All_&i | Trigger | 0 | 0.00 |
This branch will only have a true value (1) if the corresponging button has been pressed (ex. if "Elevator_F1_Button_&i" was pressed, F1_Branch_Button_&i would be set to true)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F2_Branch_Button_&i |
Initial value | 0 |
Outputs
NONE
This branch will only have a true value (1) if the corresponging trigger has been tripped (ex. if "F1_Trigger_&i" was pressed, "F1_Branch_Trigger_&i" would be set to true)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F2_Branch_Trigger_&i |
Initial value | 0 |
Outputs
NONE
This listens to the values of both branches, of the same floor, before triggering the timer control. (This is only set to look for the true value of the branches)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F2_Branch_Listener_&i |
Logic Branch 01 | F2_Branch_Button_&i |
Logic Branch 02 | F2_Branch_Trigger_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnAllFalse | F2_Timer_&i | Disable | 0.00 | |
![]() |
OnAllTrue | F2_Timer_&i | Enable | 0.00 | |
![]() |
OnMixed | F2_Timer_&i | Disable | 0.00 | |
![]() |
OnAllTrue | F2_Timer_&i | FireTimer | 0.10 |
This was used to prevent retriggering the doors, only activates the fallowing commands after a 3 second delay.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F2_Timer_&i |
Start Disabled | Yes |
Refire Interval | 3 |
Outputs
A set of instructions to open the specified door on the same floor.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_OpenDoor_F2_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTrigger | Elevator_F2_Door_&i | SetAnimation | open | 0.00 |
![]() |
OnTrigger | Elevator_Sound_F2_Door_&i | PlaySound | 0.00 | |
![]() |
OnTrigger | F2_SetAllCompare_&i | Trigger | 0.00 |
A set of instructions to close the specified door on the same floor.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_CloseDoor_F2_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTrigger | Elevator_F2_Door_&i | SetAnimation | close | 0.00 |
![]() |
OnTrigger | Elevator_Sound_F2_Door_&i | PlaySound | 0.00 |
Timer delay for opening the door on the specified floor (prevents glitching the animations)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F2_DoorTimerOpen_&i |
Start Disabled | Yes |
Refire Interval | 3 |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTimer | Elevator_OpenDoor_F2_&i | Trigger | 0.00 |
---
timer delay for closing the door on the specified floor (prevents glitching the animations)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F2_DoorTimerClose_&i |
Start Disabled | Yes |
Refire Interval | 3 |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTimer | Elevator_CloseDoor_F2_&i | Trigger | 0.00 |
This controls when the door should be open or closed
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F2_DoorBranch_&i |
Initial value | 0 |
Outputs
This sets all of the floors to a certain value (if we were going to floor 6, all of the value are set to six, then only one logic_compare enity is tripped that uses 6 as its compare value therefor only triggering the doors on the sixth floor)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F2_SetAllCompare_&i |
Outputs
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F2_Compare_&i |
Compare value | 2 |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnEqualTo | F2_DoorBranch_&i | SetValueTest | 0 | 0.00 |
Floor 3
This triggers the cycle instructions to get to the particular floor (Triggered by one of the two elevator buttons)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F3_ButtonFunctions_&i |
Outputs
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F3_TestRelay_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTrigger | F3_Branch_Button_&i | SetValueTest | 1 | 0.01 |
![]() |
OnTrigger | Test_Relay_All_&i | Trigger | 0 | 0.00 |
This branch will only have a true value (1) if the corresponging button has been pressed (ex. if "Elevator_F1_Button_&i" was pressed, F1_Branch_Button_&i would be set to true)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F3_Branch_Button_&i |
Initial value | 0 |
Outputs
NONE
This branch will only have a true value (1) if the corresponging trigger has been tripped (ex. if "F1_Trigger_&i" was pressed, "F1_Branch_Trigger_&i" would be set to true)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F3_Branch_Trigger_&i |
Initial value | 0 |
Outputs
NONE
This listens to the values of both branches, of the same floor, before triggering the timer control. (This is only set to look for the true value of the branches)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F3_Branch_Listener_&i |
Logic Branch 01 | F3_Branch_Button_&i |
Logic Branch 02 | F3_Branch_Trigger_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnAllFalse | F3_Timer_&i | Disable | 0.00 | |
![]() |
OnAllTrue | F3_Timer_&i | Enable | 0.00 | |
![]() |
OnMixed | F3_Timer_&i | Disable | 0.00 | |
![]() |
OnAllTrue | F3_Timer_&i | FireTimer | 0.10 |
This was used to prevent retriggering the doors, only activates the fallowing commands after a 3 second delay.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F3_Timer_&i |
Start Disabled | Yes |
Refire Interval | 3 |
Outputs
A set of instructions to open the specified door on the same floor.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_OpenDoor_F3_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTrigger | Elevator_F3_Door_&i | SetAnimation | open | 0.00 |
![]() |
OnTrigger | Elevator_Sound_F3_Door_&i | PlaySound | 0.00 | |
![]() |
OnTrigger | F3_SetAllCompare_&i | Trigger | 0.00 |
A set of instructions to close the specified door on the same floor.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_CloseDoor_F3_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTrigger | Elevator_F3_Door_&i | SetAnimation | close | 0.00 |
![]() |
OnTrigger | Elevator_Sound_F3_Door_&i | PlaySound | 0.00 |
Timer delay for opening the door on the specified floor (prevents glitching the animations)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F3_DoorTimerOpen_&i |
Start Disabled | Yes |
Refire Interval | 3 |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTimer | Elevator_OpenDoor_F3_&i | Trigger | 0.00 |
---
timer delay for closing the door on the specified floor (prevents glitching the animations)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F3_DoorTimerClose_&i |
Start Disabled | Yes |
Refire Interval | 3 |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTimer | Elevator_CloseDoor_F3_&i | Trigger | 0.00 |
This controls when the door should be open or closed
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F3_DoorBranch_&i |
Initial value | 0 |
Outputs
This sets all of the floors to a certain value (if we were going to floor 6, all of the value are set to six, then only one logic_compare enity is tripped that uses 6 as its compare value therefor only triggering the doors on the sixth floor)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F3_SetAllCompare_&i |
Outputs
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F3_Compare_&i |
Compare value | 3 |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnEqualTo | F3_DoorBranch_&i | SetValueTest | 0 | 0.00 |
Floor 4
This triggers the cycle instructions to get to the particular floor (Triggered by one of the two elevator buttons)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F4_ButtonFunctions_&i |
Outputs
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F4_TestRelay_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTrigger | F4_Branch_Button_&i | SetValueTest | 1 | 0.01 |
![]() |
OnTrigger | Test_Relay_All_&i | Trigger | 0 | 0.00 |
This branch will only have a true value (1) if the corresponging button has been pressed (ex. if "Elevator_F1_Button_&i" was pressed, F1_Branch_Button_&i would be set to true)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F4_Branch_Button_&i |
Initial value | 0 |
Outputs
NONE
This branch will only have a true value (1) if the corresponging trigger has been tripped (ex. if "F1_Trigger_&i" was pressed, "F1_Branch_Trigger_&i" would be set to true)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F4_Branch_Trigger_&i |
Initial value | 0 |
Outputs
NONE
This listens to the values of both branches, of the same floor, before triggering the timer control. (This is only set to look for the true value of the branches)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F4_Branch_Listener_&i |
Logic Branch 01 | F4_Branch_Button_&i |
Logic Branch 02 | F4_Branch_Trigger_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnAllFalse | F4_Timer_&i | Disable | 0.00 | |
![]() |
OnAllTrue | F4_Timer_&i | Enable | 0.00 | |
![]() |
OnMixed | F4_Timer_&i | Disable | 0.00 | |
![]() |
OnAllTrue | F4_Timer_&i | FireTimer | 0.10 |
This was used to prevent retriggering the doors, only activates the fallowing commands after a 3 second delay.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F4_Timer_&i |
Start Disabled | Yes |
Refire Interval | 3 |
Outputs
A set of instructions to open the specified door on the same floor.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_OpenDoor_F4_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTrigger | Elevator_F4_Door_&i | SetAnimation | open | 0.00 |
![]() |
OnTrigger | Elevator_Sound_F4_Door_&i | PlaySound | 0.00 | |
![]() |
OnTrigger | F4_SetAllCompare_&i | Trigger | 0.00 |
A set of instructions to close the specified door on the same floor.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_CloseDoor_F4_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTrigger | Elevator_F4_Door_&i | SetAnimation | close | 0.00 |
![]() |
OnTrigger | Elevator_Sound_F4_Door_&i | PlaySound | 0.00 |
timer delay for opening the door on the specified floor (prevents glitching the animations)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F4_DoorTimerOpen_&i |
Start Disabled | Yes |
Refire Interval | 3 |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTimer | Elevator_OpenDoor_F4_&i | Trigger | 0.00 |
---
timer delay for closing the door on the specified floor (prevents glitching the animations)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F4_DoorTimerClose_&i |
Start Disabled | Yes |
Refire Interval | 3 |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTimer | Elevator_CloseDoor_F4_&i | Trigger | 0.00 |
This controls when the door should be open or closed
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F4_DoorBranch_&i |
Initial value | 0 |
Outputs
This sets all of the floors to a certain value (if we were going to floor 6, all of the value are set to six, then only one logic_compare enity is tripped that uses 6 as its compare value therefor only triggering the doors on the sixth floor)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F4_SetAllCompare_&i |
Outputs
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F4_Compare_&i |
Compare value | 4 |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnEqualTo | F4_DoorBranch_&i | SetValueTest | 0 | 0.00 |
Floor 5
This triggers the cycle instructions to get to the particular floor (Triggered by one of the two elevator buttons)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F5_ButtonFunctions_&i |
Outputs
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F5_TestRelay_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTrigger | F5_Branch_Button_&i | SetValueTest | 1 | 0.01 |
![]() |
OnTrigger | Test_Relay_All_&i | Trigger | 0 | 0.00 |
This branch will only have a true value (1) if the corresponging button has been pressed (ex. if "Elevator_F1_Button_&i" was pressed, F1_Branch_Button_&i would be set to true)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F5_Branch_Button_&i |
Initial value | 0 |
Outputs
NONE
This branch will only have a true value (1) if the corresponging trigger has been tripped (ex. if "F1_Trigger_&i" was pressed, "F1_Branch_Trigger_&i" would be set to true)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F5_Branch_Trigger_&i |
Initial value | 0 |
Outputs
NONE
This listens to the values of both branches, of the same floor, before triggering the timer control. (This is only set to look for the true value of the branches)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F5_Branch_Listener_&i |
Logic Branch 01 | F5_Branch_Button_&i |
Logic Branch 02 | F5_Branch_Trigger_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnAllFalse | F5_Timer_&i | Disable | 0.00 | |
![]() |
OnAllTrue | F5_Timer_&i | Enable | 0.00 | |
![]() |
OnMixed | F5_Timer_&i | Disable | 0.00 | |
![]() |
OnAllTrue | F5_Timer_&i | FireTimer | 0.10 |
This was used to prevent retriggering the doors, only activates the fallowing commands after a 3 second delay.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F5_Timer_&i |
Start Disabled | Yes |
Refire Interval | 3 |
Outputs
A set of instructions to open the specified door on the same floor.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_OpenDoor_F5_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTrigger | Elevator_F5_Door_&i | SetAnimation | open | 0.00 |
![]() |
OnTrigger | Elevator_Sound_F5_Door_&i | PlaySound | 0.00 | |
![]() |
OnTrigger | F5_SetAllCompare_&i | Trigger | 0.00 |
A set of instructions to close the specified door on the same floor.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_CloseDoor_F5_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTrigger | Elevator_F5_Door_&i | SetAnimation | close | 0.00 |
![]() |
OnTrigger | Elevator_Sound_F5_Door_&i | PlaySound | 0.00 |
timer delay for opening the door on the specified floor (prevents glitching the animations)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F5_DoorTimerOpen_&i |
Start Disabled | Yes |
Refire Interval | 3 |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
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OnTimer | Elevator_OpenDoor_F5_&i | Trigger | 0.00 |
---
timer delay for closing the door on the specified floor (prevents glitching the animations)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F5_DoorTimerClose_&i |
Start Disabled | Yes |
Refire Interval | 3 |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
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OnTimer | Elevator_CloseDoor_F5_&i | Trigger | 0.00 |
This controls when the door should be open or closed
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F5_DoorBranch_&i |
Initial value | 0 |
Outputs
This sets all of the floors to a certain value (if we were going to floor 6, all of the value are set to six, then only one logic_compare enity is tripped that uses 6 as its compare value therefor only triggering the doors on the sixth floor)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F5_SetAllCompare_&i |
Outputs
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F5_Compare_&i |
Compare value | 5 |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
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OnEqualTo | F5_DoorBranch_&i | SetValueTest | 0 | 0.00 |
Floor 6
This triggers the cycle instructions to get to the particular floor (Triggered by one of the two elevator buttons)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F6_ButtonFunctions_&i |
Outputs
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F6_TestRelay_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
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OnTrigger | F6_Branch_Button_&i | SetValueTest | 1 | 0.01 |
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OnTrigger | Test_Relay_All_&i | Trigger | 0 | 0.00 |
This branch will only have a true value (1) if the corresponging button has been pressed (ex. if "Elevator_F1_Button_&i" was pressed, F1_Branch_Button_&i would be set to true)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F6_Branch_Button_&i |
Initial value | 0 |
Outputs
NONE
This branch will only have a true value (1) if the corresponging trigger has been tripped (ex. if "F1_Trigger_&i" was pressed, "F1_Branch_Trigger_&i" would be set to true)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F6_Branch_Trigger_&i |
Initial value | 0 |
Outputs
NONE
This listens to the values of both branches, of the same floor, before triggering the timer control. (This is only set to look for the true value of the branches)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F6_Branch_Listener_&i |
Logic Branch 01 | F6_Branch_Button_&i |
Logic Branch 02 | F6_Branch_Trigger_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
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OnAllFalse | F6_Timer_&i | Disable | 0.00 | |
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OnAllTrue | F6_Timer_&i | Enable | 0.00 | |
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OnMixed | F6_Timer_&i | Disable | 0.00 | |
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OnAllTrue | F6_Timer_&i | FireTimer | 0.10 |
This was used to prevent retriggering the doors, only activates the fallowing commands after a 3 second delay.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F6_Timer_&i |
Start Disabled | Yes |
Refire Interval | 3 |
Outputs
A set of instructions to open the specified door on the same floor.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_OpenDoor_F6_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
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OnTrigger | Elevator_F6_Door_&i | SetAnimation | open | 0.00 |
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OnTrigger | Elevator_Sound_F6_Door_&i | PlaySound | 0.00 | |
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OnTrigger | F6_SetAllCompare_&i | Trigger | 0.00 |
A set of instructions to close the specified door on the same floor.
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | Elevator_CloseDoor_F6_&i |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
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OnTrigger | Elevator_F6_Door_&i | SetAnimation | close | 0.00 |
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OnTrigger | Elevator_Sound_F6_Door_&i | PlaySound | 0.00 |
timer delay for opening the door on the specified floor (prevents glitching the animations)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F6_DoorTimerOpen_&i |
Start Disabled | Yes |
Refire Interval | 3 |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTimer | Elevator_OpenDoor_F6_&i | Trigger | 0.00 |
---
timer delay for closing the door on the specified floor (prevents glitching the animations)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F6_DoorTimerClose_&i |
Start Disabled | Yes |
Refire Interval | 3 |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnTimer | Elevator_CloseDoor_F6_&i | Trigger | 0.00 |
This controls when the door should be open or closed
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F6_DoorBranch_&i |
Initial value | 0 |
Outputs
This sets all of the floors to a certain value (if we were going to floor 6, all of the value are set to six, then only one logic_compare enity is tripped that uses 6 as its compare value therefor only triggering the doors on the sixth floor)
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F6_SetAllCompare_&i |
Outputs
ClassInfo
- Class
Keyvalues
Property Name | Value |
---|---|
Name | F6_Compare_&i |
Compare value | 6 |
Outputs
My Output | Target Entity | Target Input | Parameter | Delay | |
---|---|---|---|---|---|
![]() |
OnEqualTo | F6_DoorBranch_&i | SetValueTest | 0 | 0.00 |