Lift Prefab?

Avatar
Grudge
307 Posts
Posted Feb 24, 2008
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

Nevermind, found one.

Advertisement
Registered users don't see ads! Register now!
Avatar
Glovis
25 Posts
Posted Feb 24, 2008
Replied 3 hours later
That's not a lift, that's an elevator.
You got my hopes up because I'm looking for a lift.
silly british english
Avatar
Aldéz
221 Posts
Posted Feb 25, 2008
Replied 7 hours later
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

Avatar
Grudge
307 Posts
Posted Feb 25, 2008
Replied 10 hours later

Glovis wrote:
That's not a lift, that's an elevator.
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?

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 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

Avatar
Aldéz
221 Posts
Posted Feb 25, 2008
Replied 2 hours later
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.

Advertisement
Registered users don't see ads! Register now!
Avatar
Grudge
307 Posts
Posted Feb 26, 2008
Replied 9 hours later

Ald?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!