Tutorial: Making an elevator that only goes up
Quote from R0ughR0u on July 11, 2012, 3:45 pmHello. 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.
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.
Quote from Skotty on July 11, 2012, 3:59 pmMaybe 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.
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.

Quote from Lpfreaky90 on July 11, 2012, 7:53 pmI 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?
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...
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?
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...
Quote from R0ughR0u on July 12, 2012, 12:10 amIt's only if players don't want pre-defined elevators. I did make a typo. Let me fix that.
It's only if players don't want pre-defined elevators. I did make a typo. Let me fix that.

Quote from Skotty on July 12, 2012, 9:00 amBenVlodgi wrote:but how is it different? also you should use path tracks instead, they are more reliableFor elevators with fixed distance a func_movelinear or func_door is perfect. I use it, Valve uses it.
For elevators with fixed distance a func_movelinear or func_door is perfect. I use it, Valve uses it.
Quote from zivi7 on July 12, 2012, 9:18 amR0ughR0u 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.
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.