"Victory Lift" - How does it work?

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Corion
33 Posts
Posted Nov 08, 2007
I've been searching the net for a tutorial on implementing one of the victory lifts (lift_platform.mdl), but I can't find one. The valve tutorial for a "simple two-stop elevator" is for one with some complicated doors. Is there a simplified version for newbs like me? And is there anything special that needs to be implemented in Portal for it to work properly?
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Artesia
238 Posts
Posted Nov 08, 2007
Replied 5 minutes later
I'm not sure if this is the best way, but I would make a func_door with nodraw as a texture, add the prop_dynamic with appropriate model and any other accessories parented to the func_door

then, a trigger_multiple brush with trigger texture applied to it, sitting on top of the lift with the appropriate outputs

onstarttouch -> func_door -> open
onendtouch -> func_door -> close

the trick is choosing the right speed, and finding the right value for the Lip parameter in the func_door. Also make sure the other parameters are correct, make sure its set to not automatically shut unless thats what you want. check your flags, etc.

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Corion
33 Posts
Posted Nov 08, 2007
Replied 1 hour later
That did the trick. I might post it on here later as a prefab or quick step-by-step guide for reference.

Unfortunately, there doesn't appear to be a model for the cylinders the lifts ride on so I can't make one a prop_dynamic. Should I just make one a func_detail?

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Artesia
238 Posts
Posted Nov 09, 2007
Replied 22 minutes later
no you'll need to make it a func_brush and then parent it to the func_door
func_detail can't be parented
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Corion
33 Posts
Posted Nov 09, 2007
Replied 1 hour later
Hrm ... I just noticed I get a recurring:
Interpenetrating entities! (player and func_door)error in red in the console whenever I use the elevator. Any way to disable this message or am I doing something wrong?
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Artesia
238 Posts
Posted Nov 09, 2007
Replied 8 minutes later
and you have nodraw applied to the door, and a prop_dynamic parented to it right?

try putting a player clip over the top of the elevator, so you're actually standing on that, remember to make it a func_brush and parent it to the door as well