Elevator - fade - new level
Quote from y-aji on October 20, 2007, 5:02 pmFade is fairly simple, just put a walk-in trigger that will cue:
env_fadeAnd set up all the parameters.
As for the going down part, I think thats just visual effects, probably some lights that look like they're moving followed by a level change.
I have submitted a snap-in template you can download that I think is solid in the downloads section for the elevator.
If nothing else, you can download it and compare it to what you are doing.
Fade is fairly simple, just put a walk-in trigger that will cue:
env_fade
And set up all the parameters.
As for the going down part, I think thats just visual effects, probably some lights that look like they're moving followed by a level change.
I have submitted a snap-in template you can download that I think is solid in the downloads section for the elevator.
If nothing else, you can download it and compare it to what you are doing.
Quote from ebola on October 20, 2007, 5:40 pmthe elevator actually does move. it has a trigger to a env_transition and env_changelevel. the reason you hear the elevator noise is because the soundscape's radius is covers just after the start of the elevator and the end. Env_fade works as well. the game also has a point_clientcommand to disconnect or quit the user if the elevator ever gets to the top. thats used for bonus maps. the campaign maps have landmarks that can be used to transition into the next level, which is triggered before it ever gets to the last node of the elevator.
edit: also, the elevator uses an env_shake
the elevator actually does move. it has a trigger to a env_transition and env_changelevel. the reason you hear the elevator noise is because the soundscape's radius is covers just after the start of the elevator and the end. Env_fade works as well. the game also has a point_clientcommand to disconnect or quit the user if the elevator ever gets to the top. thats used for bonus maps. the campaign maps have landmarks that can be used to transition into the next level, which is triggered before it ever gets to the last node of the elevator.
edit: also, the elevator uses an env_shake
Quote from y-aji on October 20, 2007, 6:08 pmebola wrote:the elevator actually does move. it has a trigger to a env_transition and env_changelevel. the reason you hear the elevator noise is because the soundscape's radius is covers just after the start of the elevator and the end. Env_fade works as well. the game also has a point_clientcommand to disconnect or quit the user if the elevator ever gets to the top. thats used for bonus maps. the campaign maps have landmarks that can be used to transition into the next level, which is triggered before it ever gets to the last node of the elevator.edit: also, the elevator uses an env_shake
Really.. huh.. I didn't figure they were actually moving the elevator. That's cool to know.
edit: also, the elevator uses an env_shake
Really.. huh.. I didn't figure they were actually moving the elevator. That's cool to know.
Quote from msleeper on October 20, 2007, 6:52 pmPartially true, in the maps where you ride an elevator and don't change levels, the elevator actually does move.
Partially true, in the maps where you ride an elevator and don't change levels, the elevator actually does move.
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Quote from ebola on October 20, 2007, 6:59 pmall of the levels use elevators that move. i noticed this even before i decompiled maps for reference. just try shooting the elevator shaft while it's "moving." you'll see the "portal" stay in the same spot on the wall as you move up. and yes, it's always up. never down.
all of the levels use elevators that move. i noticed this even before i decompiled maps for reference. just try shooting the elevator shaft while it's "moving." you'll see the "portal" stay in the same spot on the wall as you move up. and yes, it's always up. never down.
Quote from Hober on October 20, 2007, 7:58 pmebola wrote:all of the levels use elevators that move. i noticed this even before i decompiled maps for reference. just try shooting the elevator shaft while it's "moving." you'll see the "portal" stay in the same spot on the wall as you move up. and yes, it's always up. never down.Black Mesa and Aperture Science both love their deep underground complexes.
Black Mesa and Aperture Science both love their deep underground complexes.
Quote from youme on October 20, 2007, 9:34 pmexcuse the childishness there...
Theres a particle effect on top of the elevators (a righ blue beam), anyone know what its called? It will fit into an info_particle_system. but the "effect_name"s aren't in the .fgd
Thank
Youme
excuse the childishness there...
Theres a particle effect on top of the elevators (a righ blue beam), anyone know what its called? It will fit into an info_particle_system. but the "effect_name"s aren't in the .fgd
Thank
Youme
Quote from McNastyJNR on October 21, 2007, 2:28 amQuote:Theres a particle effect on top of the elevators (a righ blue beam), anyone know what its called? It will fit into an info_particle_system. but the "effect_name"s aren't in the .fgdthe name of the entity class is: env_citadel_energy_core
the name of the entity class is: env_citadel_energy_core