View Full Version : Func_Plat trouble

09-27-2002, 03:34 PM
I'm working on an MP map and I'm trying to get an elevator to work correctly so I can get the map released to the public. Here is the situation:

1. I have an area that I want to travel down to.
2. I put the elevator at the point I want it to travel to.
3. In game the elevator starts at the top like I wanted to and It goes down fine.
4. Elevator would not go up with a player standing in it.

Solved #4 by placing a brush on the bottom of the elevator shaft that covers up the floor of the elevator when its in the down position. Now elevator goes back up no problem.... On its own. I've set the wait time to 4 and a delay of 1, neither of which keep the elevator on the bottom for any time, it just wants to go back up immediatly.

I have 3 func_multiple which target the elevator when the use key is pressed. 1. at top of shaft. 2. at bottom of the shaft. And 3. a column that goes all the way along the shaft so a player can change their mind if they dont want to go in that direction. All switches work just fine for calling the elevator.

I need one of 2 things. Either an alternate way of handling the #4 as explained above. A way to get the elevator to move back up when a player is on the elevator. Or a way to keep the elevator down for a specific time. Because the waiting and the delay are just not doing the job. I'm hoping to get the first solution though.

Thanks for the help,
=-AJO-= Kethlik

Oh and if it helps any to test the map and see first hand what my problem is a temporary download site is set up at

09-27-2002, 03:48 PM
You might try using a func_train with two path_corners that have a delay on them. Keep in mind that func_trains will run constantly and you won't really have any control over them in-game. You may also try dual lifts, one that goes up and another that goes down.

09-27-2002, 07:00 PM
OK, here's what I've done with my MP lifts -

First, make the lift. As you've already done this, that should not be a problem. :)

Second. Two buttons, one at the top, one at the bottom. (I'd advise getting rid of that third one halfway - It MAY be confusing the engine... just a thought), then put a trigger_multiple in front of each one.

Insert a single Target_delay. Set the delay for "x" amount of time, where x is the time between the time you press the button and the time the lift responds (You can skip this altogether, but I like it.)

Target one of the trigger_multiples at the target delay. The, target the delay at the lift. Select the target_delay and open it's properties. Note it's key/value for the key Target. Write this down, you'll need it.

Select the second trtigger_multiple, enter Targetname for the Key, with a value matching the target value for the Target_delay. This way, both buttons activate the same target, which in turn activates the lift.

This make the lift funcional. THe only thing left is to set the delay time, ,which, you MUST note, is in MILLISECONDS, not seconds. IE, if you wanted a 1.5 second delay, the value would be 1500, not 1.5. 1.5 mSeconds is VERY short. :)

Hope that does the job for you. Only other thing you may want to do is have the trigger_mults play a sound on activation. I THOUGHT I had that figured out, but it isn't playing my sounds for some reason. Oh well.

09-27-2002, 07:44 PM
Thanks for the quick replies. Seeing as this is my first map I'm trying to get everything as clean and perfect as I can before release. That elevator was just throwing me off.

The reason I have that 3rd switch in there is just for the conveniance of the person in the elevator. And also the way the map is layed out a second lift would just not be optional.

Shadris, that totally worked, now all i do is tweak it a bit for the correct settings to be most effective on the map.

=-AJO-= Kethlik

09-27-2002, 09:29 PM
Glad to be of servicec. I only recently figured out that method myself, so, as Yoda said "Pass on...what you have learned!"