Evil scary lift -1 reply

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ajcrow

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12th March 2007

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#1 10 years ago

Argh!!!!:eek:

I've made a lift, using the '"elevator" script in the common folder in base jka, but when ever I walk onto it, it takes off and flys me into the void outside the map!!! It just keeps on going for ever and never comes back!

Blimey that shocked me the first time.. It was all: "What the @#!#????"

ANYWAY, anyone know what I've done wrong? Could I not have defined my angles for the func_static properly??? (ref_tags)? I had a look at a lift in t1_fatal to make mine, and I thought I did everything right.

Obviously not...




jk3editor

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21st August 2008

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#2 10 years ago

[COLOR=Navy]You are using the script, but did you copy the more entities of it?[/COLOR][COLOR=Navy] I think you should make lift, not use the basic, because that's planned on an other map...[/COLOR]




IcePure

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#3 10 years ago

Why don't you just use a func_train? :)




ajcrow

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12th March 2007

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#4 10 years ago

To make a lift?

To jk3 editor, this script is supposed to work on ANY map, that's why it's in the COMMON folder.

Still being taken out into the void. Any help?




NAB622

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8th October 2005

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#5 10 years ago

We can help if you'd post the script. ;)




ajcrow

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#6 10 years ago

Oki doke. Here it is, straight from base jka in scripts/common:

//Generated by BehavEd

rem ( "Simple and common elevator script" ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/movers/switches/switch2.mp3" );

affect ( $get( STRING, "SET_PARM1")$, /*@AFFECT_TYPE*/ FLUSH ) {

task ( "lift_up" ) { wait ( 1500.000 ); move ( $tag(get( STRING, "SET_PARM1") ,ORIGIN)$, $<0 0 0>$, 4000.000 ); }

dowait ( "lift_up" );

task ( "lift_down" ) { wait ( 1500.000 ); move ( $tag(get( STRING, "SET_PARM2") ,ORIGIN)$, $<0 0 0>$, 4000.000 ); }

dowait ( "lift_down" ); wait ( 1500.000 ); }

I basically copied a lift that was in the t1_fatal map which was using this script, but changed all the names of the entities. That's why I think I did something wrong.

I've made a script runner with: *a count of -1 *a parm1 of "lift1" *a targetname of lift1_down *a Usescript: common/elevator

Then I have 2 trigger_multiples targeting the scriptrunner at each end of the lift, both with a wait of 2.

I have 2 ref_tags, one at bottom where I want the lift to start and end, and another where it goes up. Each has a name according to its position (lift1up and lift1down)

Finally, I have a func_static which has a script_targetname of "lift1", a parm1 of "lift1down" and parm2 "lift1up".

Any obvious mistakes? Do I need to do something else with the ref_tags? Sorry if that's confusing...




NAB622

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8th October 2005

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#7 10 years ago

Does your func_static have an origin brush? It's necessary, according to that script.

Honestly, though...unless you need conditional or extra fancy movement, just use a func_door + 1 or 2 trigger_multuples for the lift. It'll save you the script and some hassle if you use it right.




ajcrow

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#8 10 years ago

This might sound noobish, but what's an origin brush? I've heard of them and that, but how will I use one to fix this? Do I connect them to the lift or what? All I know is that I have to use the origin shader in the system folder.

As for func_doors, I've used them before, but there's too much mucking around in getting the lip right so that it travels the correct distance. If I could use ref_tags or whatever then I'd be happy to...




jk3editor

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#9 10 years ago

[COLOR=Navy]You should put in the middle of your lift an ORIGIN (usually 1×1 with 8 grid) brush. After this select the all part of the lift, and the origin too. If ready, make it into func_static, press the N, and set the old settings. I think you should memorize these before you do it, or write down;) I hope I could help to you.:D [/COLOR]




NAB622

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#10 10 years ago

jk3editor;4793127[COLOR=Navy]You should put in the middle of your lift an ORIGIN (usually 1×1 with 8 grid) brush. After this select the all part of the lift, and the origin too. If ready, make it into func_static, press the N, and set the old settings. I think you should memorize these before you do it, or write down;) I hope I could help to you.:D [/COLOR]

Actually, to add it to your func_static, select the origin brush then select the func_static. Right-click on the grid and select "Move into entity". Much easier, and you don't lose your parameters.

Also, don't forget that origin brushes don't have to be a specific size or shape. The compiler just creates an origin based on the center point of the origin brush(es).

About func_door elevators, the lip value is the trick. Just make a brush that's as high as you want the elevator to move, then subtract the height of the standing platform of your elevator. Now, with that brush selected, press Q (Radiant 1.4). The height of the brush should appear on the grid view. Use that for your lip value, and you're set.




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