Ru/L4D Level Design/Elevators
Left 4 Dead имеет уникальную систему для создания лифтов, которые помогают Выжившим перемещаться вверх\вниз. Nav-сетка должна быть полностью соединена на всей карте, начиная от того места, где игроки начинают играть и вплоть до того места, куда им надо прийти. Поэтому для лифтов области nav-сетки необходимо соединять вертикально.
Для создания лифта используется браш-энтити, которая называется func_elevator. Вы также можете использовать модельку лифта, parent’ом которой будет невидимый func_elevator или модельку с собственной анимацией которая также будет связана с невидимым func_elevator.
An example of a func_elevator made purely from brushes can be found in tutorial_standards.vmf.
Создаybt брашевого лифта
Создайте браш или несколько брашей, которые будут энтитей func_elevator.
Select them and press Ctrl+T to tie them into an entity. Select "func_elevator" from the drop down menu.
Change the name to a unique name.
Change the third number in the Bottom floor position to be below the Top floor position by any amount (this will help you move the helper nodes).
Set the Speed value (inches/units per second).
In the Front or Side viewport, you can see the helper nodes that represent the Top and Bottom floor positions.

Move the Bottom floor position helper node by left-clicking inside the circle of the node and dragging down to where you want the elevator to descend to.
Adding floors
In order for you to be able to tell the elevator to go to a certain floor, you'll need to place info_elevator_floor entities.
Go to the Entity Tool and select "info_elevator_floor" from the Objects drop-down menu.
Place two in the Camera viewport under the elevator.
In the Side or Front viewports, move them so that one is where the Top floor position of the func_elevator is and one is where the Bottom floor position of the func_elevator is.
Open the properties for the bottom one by pressing Alt+↵ Enter.
Change the Name to "bottom".
Open the top one and change its Name to "top".
Controlling the elevator
Now, you'll need something to send an input to the func_elevator to tell it to move.
In the tutorial_standards map, there is a func_button
that the survivors can press.
To create a func_button
, create a brush and use Ctrl+T to tie it to an entity. Choose "func_button
" from the drop down menu.
There are several properties that depend on how you want your button to work, but for now, simply leave them all as default but change the Name to "button".
Switch to the Flags tag in the Object Properties and select the following checkboxes:
- Don't move
- Use Activates
This means that the survivors can press it with +use and the button won't move when pressed.
Now switch to the Outputs tab.
Add a new output by clicking on the Add... button near the bottom of the window.
- Change the My output field to "OnPressed".
- Change the Target entities field to "elevator_down_relay".
- Change the Via this input field to "Trigger".
Now we need to create the elevator_down_relay
entity that will relay the messages we want sent when the button is pressed.
In the Entity Tool, select "logic_relay" from the Objects drop-down field.
Place a logic_relay near the func_button.
Open its properties with Alt+↵ Enter.
Change the name to "elevator_down_relay" to match the output we are sending from the func_button.
Switch to the Outputs tab and add a new output with the following fields:
- My output named: OnTrigger
- Targets entities named: elevator
- Via this input: MoveToFloor
- With a parameter override of: bottom
- After a delay in seconds of: 0
This will send the elevator down when the relay is triggered which we trigger when a survivor presses the button.
Depending on the setting for your elevator, you might need to tell the elevator to move to the other position. Look at the func_button
on the func_elevator
in tutorial_standards.vmf for an example.
Editing the nav for a func_elevator requires you to put the elevator in each position it can be in, placing a nav_mark_walkable (M) on it and building incremental nav (B).
- L4D Level Design/Clip-браши|:L4D Level Design/Clip-браши]]