Lift [solved]

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RageCompeX
65 Posts
Posted May 31, 2011
Hey, can someone explain me how I create a lift that goes up on a floor button press and goes down again on unpressed, I know it has to do with SetPlaybackrate of a animation, but I can't find the animation, I've tried to attach a piston to a func_door, but this has no bone, don't really know how I can get this to work. Also how do I attach the light_rail_platform_phys.mdl to the piston? base_attach or panel_attach doesn't seem to work... Maby I do it all the wrong way, so someone who made this already, share your brain :smile:
Normaly I have questions that are more complicated, but this time it's noobish I geuss...

example Lift:
img

EDIT: by this time I made some progress, but still got 1 big problem.
Mine moves up and down and Ive seen a tutorial video on how to do it horizontal

lanz wrote:
here I did a tutorial on it
http://youtu.be/bree7oink-k

but mine is vertical so the tracks are 90 degrees different from the train...
here are some pictures
img
I noticed that it has to do with the train, but I checked the properties, and tried some different settings (also the:Change Angles) but all no luck

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Supervillain
34 Posts
Posted Jun 01, 2011
Replied 6 hours later
Take a look at mp_coop_fling_crushers

You want to make a func_movelinear and parent your elevator piston to it.

Have a floor button/laser catcher with outputs OnPressed -> func_movelinear -> open etc etc

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RageCompeX
65 Posts
Posted Jun 01, 2011
Replied 22 minutes later

Supervillain wrote:
Take a look at mp_coop_fling_crushers

You want to make a func_movelinear and parent your elevator piston to it.

Have a floor button/laser catcher with outputs OnPressed -> func_movelinear -> open etc etc

the picture is from that map :wink:

but the brush from the func_movelinear still has no model so I get error from the SetParentAttachmentMaintainOffset, and how do I attach the platform to the piston (or also to the func_movelinear) same error only than it says "but it has no attachment named base_attach/panel_attach/$attachment <- any of these I tried atleast
Somehow everything moves togheter when I Open the func_movelinear, but with errors, and I'm sure I'm not doing it right

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lanz
14 Posts
Posted Jun 02, 2011
Replied 23 hours later

here I did a tutorial on it

http://youtu.be/bree7oink-k

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RageCompeX
65 Posts
Posted Jun 02, 2011
Replied 8 hours later

lanz wrote:
here I did a tutorial on it
http://youtu.be/bree7oink-k

THX!

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RageCompeX
65 Posts
Posted Jun 05, 2011
Replied 2 days later

lanz wrote:
here I did a tutorial on it
http://youtu.be/bree7oink-k

I asked you on youtube, because it was a little confusing, here are some pictures...
So exely the platform turns 90 degrees
img

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lanz
14 Posts
Posted Jun 05, 2011
Replied 1 hour later
what is the entity or file used for the piston?
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RageCompeX
65 Posts
Posted Jun 05, 2011
Replied 40 minutes later

lanz wrote:
what is the entity or file used for the piston?

I did some more research and it turns out that my trackingtrain changes its angles to the path, yours works because it's horizontal, and the angles are the same, but when going up or down it must not change its angles.

And for the piston I used straight_piston_end.mdl but it doesn't change anything, as I said the trackingtrain still changes his angles, ive tried setting it on Never on the properties but no luck. Also, you can use the glass for it's trackingtrain, little easyer but still same problem

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Another Bad Pun
516 Posts
Posted Jun 05, 2011
Replied 24 minutes later
Try cheking fixed orientation if it's not already checked.

EDIT: In the flags.

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h3X
12 Posts
Posted Jun 05, 2011
Replied 1 hour later
If I remember correctly, trains must point to the west (or something) and they will turn to face in the correct direction when teleporting to the first path_track.
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lanz
14 Posts
Posted Jun 05, 2011
Replied 55 minutes later
rage,
I put it on my tutorial, but if you see here first, rotate the model by -90 on the y axis. That other guy is right, the func_track train or whatever automatically assumes the orientation of you train must be facing 'up'. So by rotating it, it'll change your up, and hopefully that solves that issue.
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WinstonSmith
940 Posts
Posted Jun 05, 2011
Replied 4 minutes later
I believe that func_tracktrains must have the front of whatever it is facing toward the X axis in Hammer; when the map is started the side facing the X axis always rotates toward the next path_track.

Ah, I checked and to solve the problem just check the Fixed Orientation flag. That way it won't rotate.

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RageCompeX
65 Posts
Posted Jun 05, 2011
Replied 4 hours later
guys thx for the feedback, yes I had to check Fixed Orientation in the Flags, Thx!