Also, while I'm asking, when the lift is moving upwards (on the rare occasion that it works), it will stop if the player is up against a wall next to the lift. The lift sound keeps playing, but the life stops until the player is no longer touching the wall. How might I fix this?
Lift Sometimes Working and Sometimes Not
portal2companioncube wrote:
props_map_editor???
Are these meant to be used in hammer? try using the "other" piston models you can find in the model browser.
You could try adding player clips or similar (depending on what's around the piston) to "funnel" the player into a correct position with wedge-like brushes.
Tick the spawnflag "Is unblockable by player" to make the train force it's way through obstructions if it has to (temporarily ignoring physics.)
You may also want to try adding trigger_multiples in front/behind the platform or other places, with the output OnStartTouch !activator Dissolve, which will fizzle cubes in the way.
props_map_editor/ contains in-editor models, and aren't suitable for actual maps. (They kind of have a cartoony look to them.) props_ingame/ contains the corresponding new dlc2 models used in the instances. (You'd also want the actual piston models in props_bts/ as well, they have a regular and overgrown skin.)
They actually can be nice to use in pure Hammer maps, as the models have been resized/cropped slightly to fit perfectly inside a 128? cube without z-fighting with side textures. The angled panel has nice exact 90?/60?/45?/30? animations, intstead of the regular models with animations made specifically for certain maps.
josepezdj wrote:
Post a test map so we can take a look to it.
Here's my .vmf
josepezdj wrote:
Man, if you post a map, at least make sure that it is sealed so one can compile it.
It lets me compile it. If it's not working for you, I don't know why that would be.
- - Move the path_track to be aligned in the exact center of the top view, so the platform won't try to move through the walls (and get stuck).- - Move the origin of the tracktrain to the exact position of the bottom path_track.- - Set the "First Stop Target" keyvalue of the tracktrain to "exit_path" so the train attaches properly.- - Change "Height Above Track" to zero, so the platform doesn't appear above the path_track.- - You'd probably want to change the platform model to "models/models\anim_wp\arm_interior_192\arm_interior_128.mdl" and move it to position correctly,- - Use one of the "models\anim_wp\arm_interior_192\" models to create a track for the arm to run on.- - Add an output on the lift trigger to SetAnimation the platform to "pulltherug", so it animates as it goes up.- Use the sounds "World.PlatformStart" and "World.PlatformStop" on the tracktrain.
Other thoughts:
It's generally far better to use more textures than just one black wall type, and I'd suggest using the black_wall_metal002 set of textures instead as they are far more detailed. Use the tools/toolsblack texture to make pitch-black holes, instead of using blocklight. Why is your map so large? I'd suggest shortening the hallways/shafts.