Help With Elevator!!!!!!11 -1 reply

Please wait...

[FbA]^WhAt?!

I'm too cool to Post

50 XP

9th August 2002

0 Uploads

13 Posts

0 Threads

#1 16 years ago

ya i need help with making my elvator move up and down and i need help with my script for it. Plz someone help me :) and i need help to know how do u rotate models (like the mg42) and one last question how do i give a box (as u would say) different textures on each side. and on the scripting and the elvator i have read tuturials and they dont help they our to fast. it just tells u certain ways to do it. so can someone help me plz. thx




Gundy

I don't spend enough time here

50 XP

15th February 2002

0 Uploads

22 Posts

0 Threads

#2 16 years ago

Well, I'll start off with the easy questions first:) . To rotate a model, just select it by holding ctrl + alt and clicking it in the camera window. Then hit n, and a window will pop up. In that window there are some angle buttons, just click the angle you want.

As for putting different textures on different sides of a box, just hold ctrl + shift and click the side you want, hold ctrl + alt + shift for multiple sides at the same time.

As for the elevator, there is no easy answer. I assume that you wish to have a button to trigger the elevator with??????? I will also assume that there will be no door on the elevator(I don't feel like writing a book here). If so you have a lot of work to do. I hope that I don't make any errors here or forget anything;)

In your map, you will need to make a brush that will be the button to trigger the elevator. You will need to make an origin brush to go along with the button. Select both the button and the origin brush by holding alt + ctrl and clicking them, then right click on the workspace area (the place with the grid) and select script--> script_mover. Now comes the fun part;), selecet the button and origin brush again and hit n, give it the key 'scriptname' and the value whatever you want to call it in your script.

Next create, a brush with the trigger texture, and place it around the button (it will be the actual area you will have to push in the game to hit the button). Give it the key 'cursorhint' with a value of 'hint_button' (this shows you in game the hand icon on the screeen). Then give it the key 'target' with a value of 't1'.

Next, right click on the grid area and select target---> target_script_trigger. Give it the key 'targetname' with a value of 't1'. Then, give it the key 'scriptname' and a value of whatever you want to call it in your script. Then, give it a key 'target' and value of whatever you want to call it in your script.

Now right click in the grid area again, and go path--> path_corner. Place it at the center of the origin brush(it will represent the starting position of your button). Give it a key 'targetname' with a value of something like elevator_button_out, then create another path corner in the position relative to the origin brush you want your button to be at when it is pushed. Give it a key 'targetname' and a value of elevator_button_out.

That was the hard part of the actual mapping part, the elevator is quite easy to create.

Create your elevator and create another origin brush. Select every part of the elevator that will move up/down including the origin brush and right click, go to script--> script_mover. Give it a key 'scriptname' with a value of 'elevator' or something like that.

Then create two more pat_corners and place them at the up position and down position (the distance from origin brush to path corner determines where the elevator will move. Give them each a key 'targetname' and a value of elevator_up and elevator_down respectively.

That's all there is to the actual mapping part, now we move onto the script. I will assume you know little or nothing about scripts and spell it out in detail for you.

Put this at the very end of your script file, and just insert all the necessary data. Replace everything inside ()'s with the values i tell you.

(scriptname of the target_script_trigger) { trigger (target of the target_script_trigger) { trigger (scriptname of button) move_in trigger (scriptname of elevator) move_up trigger (scriptname of elevator) move_down } }

(scriptname of button) { spawn { accum 1 set 0 } trigger move_in { accum 1 abort_if_not_equal 1 gotomarker (targetname of pathcorner of button in the pushed in position) 16 wait } trigger move_out { accum 1 abort_if_not_equal 0 gotomarker (targetname of pathcorner of button in the out position) 16 wait } setaccum0 { trigger accum 1 set 0 } setaccum1 { trigger accum 1 set 1 } }

(scriptname of elevator) { spawn { accum 1 set 0 //this just means elevator is in the down position } trigger move_up { accum 1 abort_if_not_equal 0 gotomarker (targetname of pathcorner of elevator in up position) 16 wait //16 is just a speed im using, you can use higher numbers for a faster elevator trigger (scriptname of button) setaccum1 trigger (scriptname of button) move_out trigger (scriptname of button) setaccum0 accum 1 set 1 } trigger move_down { accum 1 abort_if_not_equal 1 gotomarker (targetname of pathcorner of elevatro in down position) 16 wait trigger (scriptname of button) setaccum1 trigger (scriptname of button) move_out trigger (scriptname of button) setaccum0 accum 1 set 0 } }

K, I hope that I spelt it all correct and didnt forget anything. I was just bored and up late when I made this post, so please post any errors I may have made. I hope this helps you with your problem.




BIG BAD WOLF

Slightly cooler than a n00b

50 XP

16th July 2002

0 Uploads

39 Posts

0 Threads

#3 16 years ago

Gundy, you are probably one of the most helpful people out there. and you should probably read the manual on making scripts and how to make certain things. i would put more here to help but the great man above already said everything. but to get an idea of all the other stuff you can do with wolf you should read the manuals because they are VERRY helpful.