Elevator - fade - new level

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Zizzs
1 Posts
Posted Oct 20, 2007
How would you set up an elevator to close, go down, fade to black then load the next map?
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y-aji
91 Posts
Posted Oct 20, 2007
Replied 20 minutes later
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.

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ebola
59 Posts
Posted Oct 20, 2007
Replied 37 minutes later
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

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y-aji
91 Posts
Posted Oct 20, 2007
Replied 28 minutes later

ebola 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.

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msleeper
4,095 Posts
Member
Posted Oct 20, 2007
Replied 44 minutes later
Partially true, in the maps where you ride an elevator and don't change levels, the elevator actually does move.
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ebola
59 Posts
Posted Oct 20, 2007
Replied 7 minutes later
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.
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Hober
1,180 Posts
Posted Oct 20, 2007
Replied 58 minutes later

ebola 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.

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youme
937 Posts
Posted Oct 20, 2007
Replied 8 minutes later
Secret underground bases FTW!
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youme
937 Posts
Posted Oct 20, 2007
Replied 1 hour later
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

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McNastyJNR
5 Posts
Posted Oct 21, 2007
Replied 4 hours later

Quote:
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

the name of the entity class is: env_citadel_energy_core

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youme
937 Posts
Posted Oct 21, 2007
Replied 6 hours later

McNastyJNR wrote:
the name of the entity class is: env_citadel_energy_core

good, but thats only half the effect. (use noclip to see the whole thing)