Difference between revisions of "Elevators"

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{{Abstract Mapping}} __NOTOC__
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{{otherlang2
There is no specific elevator entity in [[HL1]] or [[HL2]]. Elevators must be constructed from several entities.
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|ru=Elevators:ru }}
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{{Abstract Mapping}}
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__NOTOC__
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There is no single specific elevator entity. Elevators must be constructed from several entities.
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{{note|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 <code>Developer 1</code> enabled.}}
  
{{TODO|need a tutorial article}}
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==Articles==
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*[[Two-stop elevators]]
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*[[Multi-stop elevators]]
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*[[Advanced elevators]] &mdash; extra features for elevators, such as counterweights and multi-part sliding doors
  
 
==Entities==
 
==Entities==
*[[func_movelinear]] &mdash; moves along an axis between two points; useful for two-stop or multi-stop elevators
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*[[func_movelinear]] &mdash; moves along an axis between two points; mainly useful for two-stop elevators
 
*[[func_tracktrain]] &mdash; moves between several points (See [[Trains]]); the easiest entity for multi-stop elevators
 
*[[func_tracktrain]] &mdash; moves between several points (See [[Trains]]); the easiest entity for multi-stop elevators
 
*[[func_door]] &mdash; moves between two positions and can't stop mid-way; only useful for two-stop elevators
 
*[[func_door]] &mdash; moves between two positions and can't stop mid-way; only useful for two-stop elevators
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*[[func_elevator]] and [[info_elevator_floor]] &mdash; {{l4ds}} needed to establish necessary [[L4D Level Design/Nav Flow|navigation mesh flow]].
  
 
==Notes==
 
==Notes==
 
*Doors can be attached to an elevator by parenting them to the elevator.
 
*Doors can be attached to an elevator by parenting them to the elevator.
 
*Some logic entities may be required, especially for multi-stop elevators.
 
*Some logic entities may be required, especially for multi-stop elevators.
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== See Also ==
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* [[:Category: Level Design]]
  
 
==External links==
 
==External links==
{{TODO|need some external links}}
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*[http://web.archive.org/web/20080424074044/http://www.halflifestorm.com/?page=tutorials&tutorial=8 Creating a Working Elevator Tutorial: Adding Sounds] {{Archived|date=24 April, 2008}}
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*[http://web.archive.org/web/20080424074039/http://www.halflifestorm.com/?page=tutorials&tutorial=7 Creating a Working Elevator Tutorial: Adding Doors] {{Archived|date=24 April, 2008}}
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*[http://web.archive.org/web/20080424074034/http://www.halflifestorm.com/?page=tutorials&tutorial=6 Creating a Working Elevator Tutorial: The Basics] {{Archived|date=24 April, 2008}}
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*[http://web.archive.org/web/20090426123817/http://sdknuts.net:80/tutorials/wiseElevators.asp HL2 4-floor Elevator Tutorial] (sdknuts) {{Archived|date=26 April 2009}}
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*[https://tf2maps.net/threads/tutorial-the-elevator-trifecta.719/ <nowiki>[TUTORIAL]</nowiki> The Elevator Trifecta] (TF2Maps.net)
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*[http://web.archive.org/web/20080424135639/http://collective.valve-erc.com/index.php?doc=1047964377-43297800 +2 stop elevator] (VERC) {{Archived|date=24 April, 2008}}
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[[Category:Hubs]]

Latest revision as of 15:02, 12 May 2019

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There is no single specific elevator entity. Elevators must be constructed from several entities.

Note: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

Entities

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.

See Also

External links