Getting stuck in a custom elevator?

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MissStabby
160 Posts
Posted Jul 15, 2011
i'm trying to make a custom elevator in wich the player makes a ride
though whenever im rotating the elevator pod (model) or moving it fast it just stucks itself and the player.

is there a way to "constrain" someone to a small space so the player wont be stuck or the elevator stops moving.

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Skotty
671 Posts
Posted Jul 15, 2011
Replied 34 minutes later
If you ever create elevator or other tracktrains, don't use models for the ground. Create a small brush hull around the elevator. Brushes, mainly the tracktrain itself, will be a stable ground for players. Parented objects like props are not very stable.
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MissStabby
160 Posts
Posted Jul 16, 2011
Replied 20 hours later
i tried that, though the player and the object are getting "stuck" when the invisible brushes are "enabled".

is there a way to avoid this? (and still have the player enter a open elevator?

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Darkylight
81 Posts
Posted Jul 16, 2011
Replied 4 hours later
I only use func_door for custom elevators and the rest is prop_dynamic parented to the door... and it works perfect
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Skotty
671 Posts
Posted Jul 16, 2011
Replied 3 hours later
Maybe you check out the elevator instance: instances\tube_elevator\turbine_elevator_entry_ents.vmf
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Marlovious
111 Posts
Posted Jul 17, 2011
Replied 20 hours later
The stock elevators and doors all use a trigger_push to make sure nothing is in the way of moving brushes. Try moving the "startforward" trigger away from the moving bits and make it smaller.
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MissStabby
160 Posts
Posted Jul 17, 2011
Replied 2 hours later
hmmm i tried it, but the mesh that enables just keeps stucking the player.
also how do i "rotate" the tracktrain at specific points?
now i have a collision mesh parented to a door_rotate parented to a tracktrain to solve this.
but i guess it's too buggy...
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Marlovious
111 Posts
Posted Jul 17, 2011
Replied 10 minutes later
Post your VMF.