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REDMAN2627
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Posted: February 1, 2016, 16:44 Post #1
Anyone know how to create an elevator that can travel between multiple floors within the same map?

It would need to be something akin to the way that half-life 2 does them, with their own doors, doors on each floor, a switch on each floor that would call the elevator to that floor, automatic opening and closing of doors, and obviously you should be able to access every floor while on the elevator, so there would need to be some sort of switch setup inside the elevator. The elevator would be a group of solid brushes with the detail attribute selected, and possibly a light of some form on board.

I have played around with these a few times, but couldn't figure out how to make them work right. I assume that scripting of some form is involved.

If anyone has a tutorial on how to do this, or can give me some insight, please let me know. I'm working on a project that couldn't be 100% complete unless it had proper running elevators within the buildings in this project.

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[Deleted User]
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Posted: February 1, 2016, 17:25 Post #2
These may be of help

http://rfrun.net/?page_id=2446
http://redtech.rededitor.net/index.php?option=com_content&task=view&id=1&Itemid=3

are you completely new to mapping or is it just keyframes you don't know much about? I could use teamview to show you how you would make what you wanted or maybe one of the others could write a tutorial, do you have skype?


Edited by N/A at February 1, 2016, 17:27

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Mitzi
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Posted: February 1, 2016, 17:37 Post #3
Going between more than 2 different floors will be a challenge. It's possible with a lot of event stuff but I'm not sure if anyone has ever done it

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REDMAN2627
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Posted: February 2, 2016, 16:31 Post #4
Quoting Mitzi
Going between more than 2 different floors will be a challenge. It's possible with a lot of event stuff but I'm not sure if anyone has ever done it


Yeh I want to have elevators that navigate more than 2 floors. I haven't really played around with events before, Im sure there must be a way to chain them together to make it work. I played around with them a bit in a mod I was working on, but I put it on the back burner when I was at college.

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REDMAN2627
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Posted: February 2, 2016, 16:32 Post #5
Quoting Haze202
These may be of help

http://rfrun.net/?page_id=2446
http://redtech.rededitor.net/index.php?option=com_content&task=view&id=1&Itemid=3

are you completely new to mapping or is it just keyframes you don't know much about? I could use teamview to show you how you would make what you wanted or maybe one of the others could write a tutorial, do you have skype?





Not completely new, and I do understand how to make moving brushes using keyframes, even making doors that swing open instead of slide. Perhaps chaining a series of keyframes with events is what I need to do. But I have no idea what events to use.

Although I would prefer a tutorial, I also have a skype account. Also what is teamview???
Edited by REDMAN2627 at February 2, 2016, 16:35

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Mitzi
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Posted: February 2, 2016, 17:00 Post #6
https://www.teamviewer.com/en-us/ is like a remote assistance thing

Anyway the difficulty of this really depends on how fancy you want the elevator to be. If you're okay with having simple up and down buttons that take you up or down one floor at a time, that will be comparatively easy. Implementing floor number buttons will however be extremely complicated, especially if you want to implement standard elevator logic like stacked calls (although I guess that's probably overkill for a singleplayer map). Also, if you have any method to get between floors in your map without the use of the elevator you would need call buttons on each floor which will be fairly complex.

There are also limits to the number of entities you can put in the map and events count toward this limit, as do item pickups, clutter objects, etc... Anything more than simple up/down buttons could easily take 100-200+ events.



If you are okay with up/down buttons, here is where I would start.
X--1-----2-----3-----4-----5--Y
X is a starting keyframe slightly below the first floor.
1-5 are keyframes at each floor.
Y is an ending keyframe slightly above the highest floor.

The mover should be either pingpong infinite or loop infinite and there should be a trigger auto to start it moving as soon as the map loads.
The keyframe at each floor should have Trigger Event With UID linked to a Delay with 0 delay on it, then to a Mover_Pause, then back to the gold keyframe. From this delay you can also link to something to (for example) open the elevator doors.
The up/down buttons inside the elevator car will have to go to a Reverse_Mover to set the direction of movement, and then to an invert->mover_pause to get the car moving again.
You will also need to have special handling for when the player is on the 1st floor so they can't command the elevator to go down, and the reverse for the top floor. The use of goals may be necessary for this. The last keyframe Y is there to stop the movement direction from automatically reversing at the end of the run

I'm most familiar with multiplayer mapping and in MP this would require hardcore use of "keyframe tricks" to allow triggers to activate events directly. I'm not sure what's involved with getting triggers->events working in SP. Maybe you can just link them and it will work

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