Lift [solved]
Quote from RageCompeX on May 31, 2011, 9:17 pmHey, 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
Normaly I have questions that are more complicated, but this time it's noobish I geuss...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 horizontallanz wrote:here I did a tutorial on it
http://youtu.be/bree7oink-kbut mine is vertical so the tracks are 90 degrees different from the train...
here are some pictures
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
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 ![]()
Normaly I have questions that are more complicated, but this time it's noobish I geuss...
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
http://youtu.be/bree7oink-k
but mine is vertical so the tracks are 90 degrees different from the train...
here are some pictures
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
Quote from Supervillain on June 1, 2011, 4:14 amTake 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
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
Quote from RageCompeX on June 1, 2011, 4:37 amSupervillain wrote:Take a look at mp_coop_fling_crushersYou 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
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/$attachment <- any of these I tried atleast
Somehow everything moves togheter when I Open the func_movelinear, but with errors, and I'm sure I'm not doing it right
You want to make a func_movelinear and parent your elevator piston to it.
Have a floor button/laser catcher with outputs OnPressed -> func_movelinear -> open etc etc
the picture is from that map ![]()
but the brush from the func_movelinear still has no model so I get error from the SetParentAttachmentMaintainOffset, and how do I attach the platform to the piston (or also to the func_movelinear) same error only than it says "but it has no attachment named base_attach/panel_attach/$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
Quote from lanz on June 2, 2011, 4:19 amhere I did a tutorial on it
http://youtu.be/bree7oink-k
here I did a tutorial on it
http://youtu.be/bree7oink-k
Quote from RageCompeX on June 2, 2011, 12:58 pmlanz wrote:here I did a tutorial on it
http://youtu.be/bree7oink-kTHX!
http://youtu.be/bree7oink-k
THX!
Quote from RageCompeX on June 5, 2011, 8:59 amlanz wrote:here I did a tutorial on it
http://youtu.be/bree7oink-kI asked you on youtube, because it was a little confusing, here are some pictures...
So exely the platform turns 90 degrees
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
Quote from RageCompeX on June 5, 2011, 10:45 amlanz 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
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
Quote from Another Bad Pun on June 5, 2011, 11:09 amTry cheking fixed orientation if it's not already checked.
EDIT: In the flags.
Try cheking fixed orientation if it's not already checked.
EDIT: In the flags.
Quote from h3X on June 5, 2011, 12:34 pmIf 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.
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.

