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Post by giftmacher on Oct 28, 2014 4:31:28 GMT -5
Hello
I was just wondering if anyone could explain elevators/platforms and how they work with func_button in quark.
I have 1 elevator, targetname: elev1
I have 2 func_button, both target: elev1
One button at the upper floor and one button on the lower floor. I thought this would be enough to make the elevator only trigger when pressing one of the buttons.
This is what happens: Elevator starts in raised positon and is not triggered by my approach (good!), when I press the lower button the elevator comes down (good!), however, after this the elevator behaves just like a normal elevator, now responding to my approach. Do I have to use a func_train instead of a func_plat to make this work? I want only the buttons to operate the elevator, because otherwise the player can't come down from the top floor because elevator starts to move up if you try to jump down when it is lowered.
Thanks
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Post by knightmare on Oct 28, 2014 15:00:20 GMT -5
Targeting a func_plat with a button only turns it on once.
You need to use a func_train, and target it with a trigger_elevator entity. Make func_buttons for each destination floor that target the trigger_elevator. Set each func_button's pathtarget to the targetname of the path_corner you want the func_train to move to. You can have the elevator make as many stop points as you want.
Also, if you're using the Lazarus mod, you can even have a set of buttons move with the elevator.
EDIT: corrected this based on Rust's trigger_elevator tutorial.
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Post by giftmacher on Oct 28, 2014 16:30:25 GMT -5
Thank you for the help, I will tinker with this later this week!
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Post by giftmacher on Oct 29, 2014 7:09:44 GMT -5
That's strange, my trigger_elevator does not have a pathtarget to enter, only targetname and target. (I'm using quark), In game I get "elevator used with no pathtarget". I will investigate further..
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Post by giftmacher on Oct 29, 2014 7:37:23 GMT -5
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Post by knightmare on Oct 29, 2014 11:08:15 GMT -5
That tutorial has the elevator stop at each floor, requiring you to press a button each time to keep moving. Using trigger_elevator lets you go directly to the floor you want. Ah, it seems I screwed up my explanation a bit. Each func_button targets the same target_elevator, and the func_buttons have the pathtarget values that match the targetname of the destination path corner. Here's a tutorial: panjoo.tastyspleen.net/rust/tutorials/trigger_elevator/trigger_elevator.html
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Post by giftmacher on Oct 29, 2014 14:24:51 GMT -5
Yes you are right, it is a bit more awkward with the one I used. Just found out you could make func_walls spawn through trigger, makes sense ofc but I didn't think of it until now. Cool stuff
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