Elevators: Difference between revisions

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==Articles==
==Articles==
*[[Two-stop elevators]]
*[[Two-stop elevators]]
*{{TODO|[[Multi-stop elevators]]}} (Until then, take a look at [[http://collective.valve-erc.com/index.php?doc=1047964377-43297800 Valve Editing Resource Community: +2 stop elevator]] ; Pretty sure it was goldsource, but much of the information could be helpful.)
*[[Multi-stop elevators]]
*[[Advanced elevators]] — extra features for elevators, such as counterweights and multi-part sliding doors
*[[Advanced elevators]] — extra features for elevators, such as counterweights and multi-part sliding doors
{{Note|If you want the three pages above to get made for you, please remind [[User:CrabbyData|CrabbyData]] that he should work on them. --[[User:Andreasen|Andreasen]] 10:39, 7 Sep 2006 (PDT)}}
{{Note|If you want the three pages above to get made for you, please remind [[User:CrabbyData|CrabbyData]] that he should work on them. --[[User:Andreasen|Andreasen]] 10:39, 7 Sep 2006 (PDT)}}
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*[http://www.sdknuts.net/download/WiseElevator2.zip 4 Floor Elevator with additions] (Same sample, more complex)
*[http://www.sdknuts.net/download/WiseElevator2.zip 4 Floor Elevator with additions] (Same sample, more complex)
*[http://www.sdknuts.net/akg/tutorials/wiseElevators.asp HL2 4-floor Elevator Tutorial]
*[http://www.sdknuts.net/akg/tutorials/wiseElevators.asp HL2 4-floor Elevator Tutorial]
*[http://collective.valve-erc.com/index.php?doc=1047964377-43297800 Valve Editing Resource Community: +2 stop elevator]
<!--{{Note|These three examples are also being created by CrabbyData! Once the three tutorials are up and running, I'll replace these links by maps I made myself. --[[User:CrabbyData|CrabbyData]] 09:08, 27 Apr 2006}}-->
<!--{{Note|These three examples are also being created by CrabbyData! Once the three tutorials are up and running, I'll replace these links by maps I made myself. --[[User:CrabbyData|CrabbyData]] 09:08, 27 Apr 2006}}-->

Revision as of 23:49, 4 December 2007

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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.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

Note.pngNote:If you want the three pages above to get made for you, please remind CrabbyData that he should work on them. --Andreasen 10:39, 7 Sep 2006 (PDT)

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