Difference between revisions of "Elevators"

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==Entities==
 
==Entities==
*[[func_movelinear]] — moves along an axis between two points; useful for two-stop or multi-stop elevators
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*[[func_movelinear]] — moves along an axis between two points; useful for two-stop elevators
 
*[[func_tracktrain]] — moves between several points (See [[Trains]]); the easiest entity for multi-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
 
*[[func_door]] — moves between two positions and can't stop mid-way; only useful for two-stop elevators

Revision as of 16:11, 2 November 2005

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Ammunition | Animals & Creatures | Antlions | Beams & Lasers | Cables & Ropes | Clouds & Sky | Color Theory | Combat | Combine | Doors | Dust, Fog & Smoke | Elevators | Level Transitions | Environmental Lighting & Weather | Explosions | Fire | Foliage | Glass | Headcrab | Health | Ladders | Lighting | Optimization | Physics | Retinal scanners | Sound & Music | Special effects | Terrain | Trains | Turrets | Water | Zombie

There is no specific elevator entity in HL1 or HL2. Elevators must be constructed from several entities.

To do: need a tutorial article

Entities

  • func_movelinear — moves along an axis between two points; 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

To do: need some external links