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I need help with ELEVATORS =\

08-14-2003, 11:02 AM#1
Kakumei
i need help with making units be able to go on elevators lemme explain.
example: i have a footswitch and an elevator. i want to make it so one unit presses the footswitch and it raises the elevator and i want to make it so a different unit gets raised on te elevator and goes up one level.

i know how to set levels of elevators and stuff but my problem is that when a unit gets raised, it cant walk across onto the higher terrain. i hope youguys understand what im trying to say. ask me to explain more if you need. thx for your help!
08-14-2003, 03:17 PM#2
mystical
yea i had a similar problem, what u do is place the elevator a little bit into the cliff so its partly out and partly inside, if u get what i mean, then ur unit should be able to walk onto the higher area when the elevator is up
08-14-2003, 04:39 PM#3
Vexorian
Mystical has said it all, BTW, there is a map I made a long ago, that may help you : Elevators Demo / Tutorial Map
08-14-2003, 06:30 PM#4
XVoltaireX
The problem is that elevators dont actually change height in the game. The stay att the same height the whole time. This can be proven by make a new map with new editing and add a elevator to it then set the hieght to two. Start the Map and the get a unit to walk on it, u will notice that the unit will be able to walk on it, and you will be at the high you set. But it you have a cliff that hieght he would not be able to walk on it. The way elevators work is you have to have the all at the same heigh when you place them on the world editor then you use the "Open/Close wall command." This makes it possible to to block a player from walking a certain direction. The problem is that the elevator does not change height in the game when use with a trigger, it is just a graphical output.
08-14-2003, 07:58 PM#5
Magos
You should NOT place the elevator on top of the edge of the wall (you could, but it wouldn't be right). I've made a tutorial on elevators that can be found at http://www20.brinkster.com/magos818/..._elevator.html.

After doing the above steps, just use "Set elevator height" to make it look like it is at the proper height (0 = the height it had when placed, 1 = 1 cliff height up, 2 = 2 cliff heights up) and use "Open/close elevator walls" so units can enter/exit the elevator.

As mentioned above, the Set Height only affects the visual so you can still enter the elevator on lvl 2 from lvl 0 if the wall is open. It is up to you to open/close walls appropiately to give the right effect.

For more info, open up the undead campaign 7a, b & c where elevators are used often (that's where I got my info).
08-15-2003, 01:17 AM#6
Kakumei
ok. let me throw a little bit more of my confusion out there. elevator walls are like invisible "walls" that are basically the sides of the elevator that units can enter, right? and if so, what the heck are "elevator wall"s (seperate destructible) and what do they do? i've seen maps that use them and i dont know what theyre for. also, how do i open up the undead campaign like you said Magos?

i know it's all a jumbled up mess, but i'm a newb when it comes to elevators and i just need some help :-) thanks guys for bearin with me.
08-15-2003, 01:29 AM#7
Kakumei
oh sorry guys. magos, you're my idol lol. i read your tutorial, that solved my problems. i never knew about showing pathing by pressing P or by ctrl + numpad. thank you so much for that tutorial keep up the good work!
08-15-2003, 02:32 AM#8
Roderick
Use invisible platforms. That's what they are for. The change then unpassable pathing to the unbuildable one (the blue) over wich units can walk normally. This is useful if you want the elevetor be out of the cliff, not in it.
07-22-2004, 06:18 PM#9
Dark-Harlequin
I am having a bit of trouble with my elevators.

I have done all the elvators, invisible walls and the elevators walls fine and when I open and close and raise the elevator that works like a charm, the thing is the triggers.

I can set the height and walls thing fine thats no problem. What I need is a unit enters a region 'Elevator 1' which is the elevator and a bit either side, types -up or -down and the elevator does the relevant thing, a bit like calling the lift if you at the bottom and sum1 already went up.

I cant seem to do the triggers for it or they just not available! (my elevator is on 1 level up already so I dont use 0) I have by default closed all walls on map load, so sum1 cant walk in elevator and jump up the walls! I thought something along these lines? I need:

Event:- Player- Types '-up'
Condition:- Unit-is within region Lift 1
Action:- Destructable-Set height of Elevator (2) 0020 <gen> to 2
Destructable-Open All walls of Elevator (2) 0020 <gen>

Event:- Player- Types '-down'
Condition:- Unit-is within region Lift 1
Action:- Destructable-Set height of Elevator (2) 0020 <gen> to 1
Destructable-Close All walls of Elevator (2) 0020 <gen>

But the conditions dont exist, could someone write me one so I can see where I going wrong or tell me what I need to be doing please! Or even if there is a easier way of people being able to call the lift down/up or whatever regardless of where the lift is in up/down state.

Thanks Harl. :\
07-22-2004, 08:38 PM#10
Anitarf
The condition would be "boolean - unit in region".

Other than that, you seem to close all doors in the lower elevator position and open them in the upper position; wouldn't that mean that when in higher position, units could move anywhere from the elevator, even to a lower level, while in the lower position, units couldn't move anywhere?
07-22-2004, 09:36 PM#11
Dark-Harlequin
Quote:
Originally Posted by Anitarf
The condition would be "boolean - unit in region".

Other than that, you seem to close all doors in the lower elevator position and open them in the upper position; wouldn't that mean that when in higher position, units could move anywhere from the elevator, even to a lower level, while in the lower position, units couldn't move anywhere?

Well yes I have fixed the 'Close all' after working it out about 30 minutes ago, the tutorial further up isnt very clear at all at the end bit about closing west/east sides for example and openeing others.

As for the 'boolean-unit in region' I wanted any unit in the region to be able to use lift, not a picked one, so I am going to have to have unit from group in region instead I think. Which I think is working fine.

07-23-2004, 06:23 AM#12
Anitarf
Right, it's a specific unit, didn't check too well.

Anyway, another option would be "integer comparison - count units in unit group" (use units in region owned by player for the unit group). Well, it uses a unit group variable as well (for removing the memory leak).