I am trying to make an elevator which starts at the top of the shaft, then when the button is pressed, descends to the bottom and waits there until you push the button down there, then returns to the top. I can't find anything on this anywhere so far, and it's nessecary. Please help!! AaaArgh my life is gone thanx to elevators!!!!
Sounds to me like you could use a func_door with the toggle flag checked.
Of course you could also use a script as well, but if you knew how to do that, you wouldn't have even asked the question, so go for the toggled door.
do you mean I should make the elevator a door with a huge lip? How would I make the func_plat do this too? I don't know if the func_door would work, I'll try it when I get home. Thanks! These are screenies of the places I need the buttons to work from. The top one(second thumbnail) is the top of the shaft, the first attachment is the bottom, the top one has a wait of about 10-15, the bottom one has a wait of 2. The bottom button is a shader, an energy shader with a screen on it.
Well, the func entities do carry some names, but that's only because of their functional characteristics. There's no practical reason why a door entity couldn't serve as an elevator. The player will only see a bunch of brushes and patches in game, so it makes little difference.
Toggled door only moves when triggered, and what's more, it won't return to the original position before being triggered again, so it sounds ideal functionality wise to solve your problem.
really what I meant was that teh func_door and func_plat have different functionalites and use different sets of keys. But, I think I've decided to make that particular one go down, then come right back up, removing the switches, and triggers, but I need this for the other (like a bazillion) elevators in the map. It's an underwater part to The Final, as stated in the mappers (lack of) thread (if I'm getting the name right), and based on the underwater sections in Halo 2, Specifically Delta Halo, if I'm remembering right. Heh heh...that was definitely one of my favorite levels. It had really cool design concepts. Maybe thats why I make gazillions of maps with that style architecture. I am not ashamed to do that, I love Halo's enviroments.
Oh, and one very important question, how do you make an elevator descend from its resting position instead of rising? I can't figure it out, even though I checked down, and made the value negative. Itsssss not working! Ow!!! My head exploded!!
Well, I found a really confuzing tutorial but it's for RTCW, and i cant make much sense out of it anyway...and I can't download the example either. It looks like I'll have to learn scripting to do it though... URL: Simland - Article - RTCW: Advanced Lift
That tutorial was filled with RTCW specific entities and concepts, as far as I can see. I doubt it would be of much use to you.
But honestly, what you are trying to do doesn't sound so complicated that you would need a tutorial for it. Just mess with the entities in Radiant, trying different funcs and trigger combos, and then test what kind of system works in game. You aren't building any multifloor elevator there.
A func_door might still serve you, only with a targetname so that when the player enters a trigger it will go down, and also when the player nears the shaft at the bottom a trigger would likewise call it down for him, if desired.
i want you to push buttons to activate it, and believe me, I have been messing with entities and triggers. Also, why does a 1.4 compile force illegal brushes through? 1.5 can't do that, so now I'm forced to compile using 1.4...aah well. But again, how do I make a func_plat go down instead of up?? Verry important...don't want a shaft of death there. by multifloor, you mean more than 2?
I use q3map 2.5.16 for compiles, not 1.4 or 1.5, so I can't help you with that...
Nor with func_plats. I hardly have use for such entities. But then again, I'm an SP mapper, not MP. And moreover, I script 97% of the elevators I use, including the traditional 2 floors ones. My 4 floors elevator is obviously scripted, for you can't mimic real world elevators with entities only.
If funcs don't serve you, just learn scripting. It's honestly much easier than people who have never tried it tend to think. All the Raven scripts are provided in text form for you to learn from, and forums are filled with scripting questions if you but search. And an elevator is of course one of the most basic things to script.