Lift Prefab?
Quote from Grudge on February 24, 2008, 4:55 pmI know some of you are totally against prefabs, and I know some of you are thinking "Wiki has tutorials" and I know some of you are thinking "Decomple a map and take it from there, but theres loads of stuff around and I don't even know what i'm copying.
Well, the wiki tutorial, I was doing it, and hammer just closed and it's happened 3 times now and I seriously cannot be arsed with it. Does anyone have a prefab available for it?
Thanks
I know some of you are totally against prefabs, and I know some of you are thinking "Wiki has tutorials" and I know some of you are thinking "Decomple a map and take it from there, but theres loads of stuff around and I don't even know what i'm copying.
Well, the wiki tutorial, I was doing it, and hammer just closed and it's happened 3 times now and I seriously cannot be arsed with it. Does anyone have a prefab available for it?
Thanks
Quote from Glovis on February 24, 2008, 8:26 pmThat's not a lift, that's an elevator.
You got my hopes up because I'm looking for a lift.
silly british english
That's not a lift, that's an elevator.
You got my hopes up because I'm looking for a lift.
silly british english
Quote from Aldéz on February 25, 2008, 3:50 amI'll have a beta of my prefab collection ready later today. It includes the elevator.
EDIT:
I've just uploaded the prefab collection. Download here
I'll have a beta of my prefab collection ready later today. It includes the elevator.
EDIT:
I've just uploaded the prefab collection. Download here
Quote from Grudge on February 25, 2008, 2:05 pmGlovis wrote:That's not a lift, that's an elevator.
You got my hopes up because I'm looking for a lift.
silly british englishRegardless, the topic has a question mark, so what made you think I had one anyway?
Ald?z wrote:I'll have a beta of my prefab collection ready later today. It includes the elevator.EDIT:
I've just uploaded the prefab collection. Download hereThis > FPSBanana's
Ah, Aldez, is there something wrong with Elevator entry? It just starts you in the elevator at the bottom and the doors don't open, but you can walk through em. :S
You got my hopes up because I'm looking for a lift.
silly british english
Regardless, the topic has a question mark, so what made you think I had one anyway?
EDIT:
I've just uploaded the prefab collection. Download here
This > FPSBanana's
Ah, Aldez, is there something wrong with Elevator entry? It just starts you in the elevator at the bottom and the doors don't open, but you can walk through em. :S
Quote from Aldéz on February 25, 2008, 4:56 pmYou havn't read the documentation.
Quote:Entity: prop_dynamic
Name: elevator#_door
Usage: A SetAnimation input with the With a parameter override of value set to open will open the elevator door. This should be done by a logic_auto entity as soon as the map is loaded or the player will be able to walk through the door.I could have included a logic_auto in the prefab, but I usually prefer to only have one logic_auto in my maps. I keep an open mind if you think the door should open "by itself" in future versions of the prefab collection.
You havn't read the documentation.
Name: elevator#_door
Usage: A SetAnimation input with the With a parameter override of value set to open will open the elevator door. This should be done by a logic_auto entity as soon as the map is loaded or the player will be able to walk through the door.
I could have included a logic_auto in the prefab, but I usually prefer to only have one logic_auto in my maps. I keep an open mind if you think the door should open "by itself" in future versions of the prefab collection.
Quote from Grudge on February 26, 2008, 2:45 amAld?z wrote:You havn't read the documentation.Quote:Entity: prop_dynamic
Name: elevator#_door
Usage: A SetAnimation input with the With a parameter override of value set to open will open the elevator door. This should be done by a logic_auto entity as soon as the map is loaded or the player will be able to walk through the door.I could have included a logic_auto in the prefab, but I usually prefer to only have one logic_auto in my maps. I keep an open mind if you think the door should open "by itself" in future versions of the prefab collection.
My bad, thanks!
Name: elevator#_door
Usage: A SetAnimation input with the With a parameter override of value set to open will open the elevator door. This should be done by a logic_auto entity as soon as the map is loaded or the player will be able to walk through the door.
I could have included a logic_auto in the prefab, but I usually prefer to only have one logic_auto in my maps. I keep an open mind if you think the door should open "by itself" in future versions of the prefab collection.
My bad, thanks!