Tutorial: Making an elevator that only goes up

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R0ughR0u
9 Posts
Posted Jul 11, 2012
Hello. This is my first post/tutorial and I'll teach you how to make an elevator that only goes up, useful like in end maps.

Open up Hammer, make a brush that will move. Tie it to a brush-based entity called 'func_movelinear'. Set the move direction to 'Up' or -90 0 0. Now, go to the selection tool, center on the brush you made, put the bottom of the selection on the brush in x/z and then keep raising it until you reach the part where you want it to stop. Remember this number. Now re-select the func_movelinear and copy the number into "Move Distance" and save it. Name your brush.

==TRIGGER ONLY BY TOUCH==
Create a new brush with texture tools/toolstrigger and cover the area where you want the player be when its triggered. Make it trigger_once since it'll only bring it up not down. Create a new outputs with the following table:

OnStartTouch|<func_movelinear name>|Open|<no parameter>|0.00|Yes (only once)

Now compile and test it.

==TRIGGER ONLY BY BUTTON==
Create a new brush and make it func_button. In the output, create a new one by:

OnPressed|<func_movelinear name>|Open|<no parameter|0.00|Yes (only once)

Now compile and test it.

-+-It's over-+-

I hope you learned something new from this. I've tested the trigger brush one and it works fine. Not sure about the button.

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Skotty
671 Posts
Posted Jul 11, 2012
Replied 14 minutes later
Maybe useful for people who know about Hammer for 3 days. But not useful for end maps, because you would need to edit the instance of the elevator.
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zivi7
649 Posts
Posted Jul 11, 2012
Replied 32 minutes later

R0ughR0u wrote:
Not sure aobut the button.

Awesome tutorial then.

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BenVlodgi
633 Posts
Posted Jul 11, 2012
Replied 3 hours later
tell me why you didn't want to use the instance elevator?
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Lpfreaky90
2,842 Posts
Posted Jul 11, 2012
Replied 13 minutes later
I wouldn't do it this way, I'd use a path_track and a func_tracktrain so that you could also move it back...

If you create a tutorial: at least know what you're talking about please? :lol:
Not sure aobut the button. -> Not sure about with a typo in a tutorial, testing it would've taken less then 20 seconds including a compile and loading up the map and you would've known for sure...

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R0ughR0u
9 Posts
Posted Jul 12, 2012
Replied 4 hours later
It's only if players don't want pre-defined elevators. I did make a typo. Let me fix that.
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BenVlodgi
633 Posts
Posted Jul 12, 2012
Replied 4 hours later
but how is it different? also you should use path tracks instead, they are more reliable
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Skotty
671 Posts
Posted Jul 12, 2012
Replied 4 hours later

BenVlodgi wrote:
but how is it different? also you should use path tracks instead, they are more reliable

For elevators with fixed distance a func_movelinear or func_door is perfect. I use it, Valve uses it.

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zivi7
649 Posts
Posted Jul 12, 2012
Replied 17 minutes later

R0ughR0u wrote:
It's only if players don't want pre-defined elevators. I did make a typo. Let me fix that.

Did you also test it with a button now to see if your tutorial really is a tutorial and not a guide to an elevator that won't move on pressing a button?

Sorry for this stinger there, but if you want to make a tutorial, you better test if what you are describing will work or not. I assume it will since it's the same command. But going: "Ey, I'm gonna teach you something now" when ending "Not sure if this will work though" just sucks.

Also, while building this to see if it will work, create some screenshots or even record a video. This will help people to follow such a guide a lot.