Talk:Creating a portal elevator
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Nice job Sbrown :) --Craziestdan 16:47, 27 January 2009 (UTC)
DUDE, U R A GOD!!! Thanks x1,000,000,000 needed this for ages. P.S. delete this whenever, it's not important... --MLSTRM
Elevator door
Where you talk about the props that make up the elevator, I don't think it talks about the doors of the elevator. Sorry, but I'm just soooo obsessed with making sure everything in my maps work properly. But otherwise, great work, Whoever-Wrote-The-Article!
- You're right! I forgot about it :D It's not difficult, just duplicate the elevator model, and rename it to doors. It should work properly.--Sbrown 03:27, 10 February 2009 (UTC)
- Oh, okay cool! :3
- I cannot see how this article is "done." you need much more detail in many places, for instance the angles of the elevator, much more detail on how to make the main landings of the elevator. At least point to specific sections in the example map. You skipped a few things in "the props" section, you didn't mention that the "crazybrush" was supposed to be a func_bursh, I had almost no idea what you were talking about when you said to "test the map using ent_fire," I have no idea what a env_light is and don't seem to have it in my editor, you hardly talk about the placement of entities, and put almost no detail in the section at the end, with extensions. I wouldn't call this article "done" --Subject 01:13, 23 March 2009 (UTC)
- Well, I suggest you learn more about basic console commands, and basic entities. I think the 'angles' should speak for their selves, considering the pictures show exactly what goes where. I can't build it for you, it is a tutorial. --Sbrown 01:23, 29 March 2009 (UTC)
- You're right, the angles of the elevator are easy enough to find. And I figured out by myself that the "crazybrush" was supposed to be a func_brush. But not everyone out there is like me. Not everyone is going to find that out by themselves. This may be a tutorial, but right now if you don't have very much experience with the hammer editor, it won't make any sense at all.
- When I said that the phrase "test the map using ent_fire" wasn't clear is that you weren't specific what to fire. I just recently found out how to do such things in the console, after about 6 months of ongoing playing in the source engine.
- What I mean when I say that I don't know what an env_light is, I mean I do not have it in my entities in the editor. I went with just a normal light for now, until someone explains where I can get an env_light. Subject15837 12:53, 10 April 2009 (UTC)
- Sorry for the confusion, it is a light. My mistake. This was corrected a week or two ago :)--Sbrown 08:05, 11 April 2009 (UTC)
- Well, I suggest you learn more about basic console commands, and basic entities. I think the 'angles' should speak for their selves, considering the pictures show exactly what goes where. I can't build it for you, it is a tutorial. --Sbrown 01:23, 29 March 2009 (UTC)
- Okay, now that that is aside, I am having a problem. I followed each direction as closely as possible, and have a pretty much working elevator, however, when the elevator reaches the top of its path, the door opens much too soon. Any ideas? Subject15837 11:42, 12 April 2009 (UTC)
- Go to the outputs of the last path_track. Find the fire that opens the door, and change the delay to have a few extra seconds--Sbrown 03:25, 14 April 2009 (UTC)
- Done that, but whatever I do it opens right as it reaches the 2nd path_track. Subject15837 20:20, 16 April 2009 (UTC)
- Go to the outputs of the last path_track. Find the fire that opens the door, and change the delay to have a few extra seconds--Sbrown 03:25, 14 April 2009 (UTC)