| Evelator |
First of all you have to create a evelator with some brushes. How it should look like is your decision. If you're done, choose all brushes that you've created for your evelator and make it to an entity. ![]() To do that you need to rightclick on the choosen brushes and choose "tie to entity" in the menu. You also can use the shortcut CTRL + T. In this window you have to change func_detail to func_tracktrain. But thats not everything. Now you have to change some settings in this entity. ![]() Give your evelator a name (for example "evelator1") ![]() Go to "First Stop Target" and type the first path_track name in, that you will create a little bit later. Use for example "path1". ![]() That wasn everything. If you've applyed this settings, click on flags and take the following settings. No Pitch and No User Control must be activated! For now that was everything for the tracktrain entity. ![]() But an evelator cant work without a route that it should go along. That means you have to create path_tracks so that the evelator knows which way it should take. Use the entity tool and place two path_track entitys. ![]() One path_track must be on the startpostion of the evelator and the other on the first stage! The path_track Entitys must be in the middle of the evelator brush you've created!! ![]() Now open the settings/properties of the first path_track (doubleclick or rightclick -> properties). First of all give your path_track a name and select the next stop. Use the name: "path1" (we've used that name in the tracktrain settings). ![]() Use at "Next Stop Target" the name "path2". Thats the name of the second path_track. ![]() That also means that you need your second path_track. Place it at the first floor where the evelator should be. Be sure that both path_tracks are exactly among each other and not displaced!! Now you've to to everything else like you did in the first path_track. Open the settings/properties (doubleclick or rightclick -> properties). Give this path_track the name "path2" and choose under "Next Stop Target", "path1" (Now a yellow line will connect both path_tracks!! ![]() ![]() ![]() Now to the importent Part. Now you have to work with outputs. Lets start with the first path_track (path1). Click on Outputs and "Add..." ![]() Now you have to take this settings: On Pass - Evelator - Stop. ![]() Now select the second path_track (path2). Here you have to add two outputs. First Output: On Pass - Evelator - Stop so that the evelator will stop on the first floor. ![]() The second output is: On Pass - Aufzug - Resume - with a delay of 3.00 Secounds. ![]() That means that the evelator will go back to the first path_track "path1" three secounds later. But now you need something to activate your evelator. Use for example a Triggerbox. Go to the right navigation and click on browse. Use "trigger" on the filter, you now will see a trigger texture. ![]() This texture you should use for the trigger brush. That brush should be at least 75 Units high. ![]() If you've created the triggerbrush, make it to an entity. This time you've to select the entity "trigger_multiple". ![]() Give your "trigger_multiple" entity the name "evelator_trigger" and use as Parent the name of the evelator. (in this example "evelator"). ![]() ![]() Activate under "Flags" the "Clients" Flag. ![]() Now go to the outputs of the trigger. Here you have to use the following output: OnTrigger - Evelator - Startforward. ![]() Now you've created an evelator that can transport PlayerX to the first floor and will automaticly come back to the startposition. ![]() Hope that tutorial helped you a lot to pimp your Map a little bit. |
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