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Lift Sometimes Working and Sometimes Not

I have a lift in my map composed of two path_tracks, a func_tracktrain with nodraw texture, and a prop_dynamic with the models/props_map_editor/piston_lift_top.mdl model. I have a trigger_once that is set to start the train moving forward. However, sometimes (actually, most of the time) when I run the map, the lift just sits there and does nothing after being triggered, as if it were never activated. Sometimes, though, it does work. The trigger_once activates other entities that are working fine. It's just the lift. What's the problem here?

Also, while I'm asking, when the lift is moving upwards (on the rare occasion that it works), it will stop if the player is up against a wall next to the lift. The lift sound keeps playing, but the life stops until the player is no longer touching the wall. How might I fix this?

portal2companioncube wrote:
props_map_editor???

Are these meant to be used in hammer? try using the "other" piston models you can find in the model browser.

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

It's probably getting "stuck" against the walls/player/surroundings. Are there any protrusions, or models that could have odd collisions nearby? (Enable the button displaying "CM" on the top toolbar to show collision models for props, it's third from the right.) You could set a value for "Damage on Crush", this would hurt the player in the second example until they unblock it.

You could try adding player clips or similar (depending on what's around the piston) to "funnel" the player into a correct position with wedge-like brushes.

Tick the spawnflag "Is unblockable by player" to make the train force it's way through obstructions if it has to (temporarily ignoring physics.)

You may also want to try adding trigger_multiples in front/behind the platform or other places, with the output OnStartTouch !activator Dissolve, which will fizzle cubes in the way.

props_map_editor/ contains in-editor models, and aren't suitable for actual maps. (They kind of have a cartoony look to them.) props_ingame/ contains the corresponding new dlc2 models used in the instances. (You'd also want the actual piston models in props_bts/ as well, they have a regular and overgrown skin.)

They actually can be nice to use in pure Hammer maps, as the models have been resized/cropped slightly to fit perfectly inside a 128? cube without z-fighting with side textures. The angled panel has nice exact 90?/60?/45?/30? animations, intstead of the regular models with animations made specifically for certain maps.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

The lift just goes up a 128x128 shaft made only of brushes. The only things I have in the shaft are a trigger_hurt (covering the whole thing), several lights, a couple block light textures and block los textures, and a few trigger_onces. There's really nothing solid for it to get stuck on.

Post a test map so we can take a look to it.

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]
josepezdj wrote:
Post a test map so we can take a look to it.

Here's my .vmf

Man, if you post a map, at least make sure that it is sealed so one can compile it.

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]
josepezdj wrote:
Man, if you post a map, at least make sure that it is sealed so one can compile it.

It lets me compile it. If it's not working for you, I don't know why that would be.

let me guess, you are compiling without vis? just compile it normally, and you will get a leak.

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!

I had a look at the VMF, here's the changes you'll need to make to get it to work:

  • - Move the path_track to be aligned in the exact center of the top view, so the platform won't try to move through the walls (and get stuck).
  • - Move the origin of the tracktrain to the exact position of the bottom path_track.
  • - Set the "First Stop Target" keyvalue of the tracktrain to "exit_path" so the train attaches properly.
  • - Change "Height Above Track" to zero, so the platform doesn't appear above the path_track.
  • - You'd probably want to change the platform model to "models/modelsanim_wparm_interior_192arm_interior_128.mdl" and move it to position correctly,
  • - Use one of the "modelsanim_wparm_interior_192" models to create a track for the arm to run on.
  • - Add an output on the lift trigger to SetAnimation the platform to "pulltherug", so it animates as it goes up.
  • Use the sounds "World.PlatformStart" and "World.PlatformStop" on the tracktrain.

Other thoughts:
It's generally far better to use more textures than just one black wall type, and I'd suggest using the black_wall_metal002 set of textures instead as they are far more detailed. Use the tools/toolsblack texture to make pitch-black holes, instead of using blocklight. Why is your map so large? I'd suggest shortening the hallways/shafts.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]