Multiple floor elevator

 

1.Firstly, create a good sized room (300x300x900) and place your info_player_start and a light in there. Make the room have 4 floors from top to bottom, with room on one side for the elevator.

2. Make your elevator and apply the func_train entity to it. Give it these values

"target"  "floor4"
"targetname"  "elev"
"spawnflags"  "2"

3. Place 4 path_corner entities, one at each floor of your room with the following values.

The top one will be
"target" "floor3"
"targetname" "floor4".

The next one down will be
"target"  "floor2"
"targetname" "floor3" 

and so on.
Make the bottom floor send the elevator back to the top,
"target" of "floor4". Give ALL of the path_corner's a "wait" of "-1" to make the func_train stop and wait.

4. Now make 4 func_buttons, one at each floor, that are reachable from the elevator. They will all be
"target" "elev" and a
"wait" "3".

5. Here's a list of all the entities for this, as they appear in the .map file:

{
"classname" "func_train"
"speed" "100"
"dmg" "2"
"targetname" "elev"
"spawnflags" "2"
"target" "floor4"
(bmodel info goes here)
{
"classname" "path_corner"
"origin" "-120 -128 -16"
"angle" "90"
"targetname" "floor4"
"target" "floor3"
"wait" "-1"
}
{
"classname" "path_corner"
"origin" "-120 -128 -144"
"angle" "90"
"targetname" "floor3"
"target" "floor2"
"wait" "-1"
}
{
"classname" "path_corner"
"origin" "-120 -128 -272"
"angle" "90"
"targetname" "floor2"
"target" "floor1"
"wait" "-1"
}
{
"classname" "path_corner"
"origin" "-120 -128 -384"
"angle" "90"
"targetname" "floor1"
"target" "floor4"
"wait" "-1"
}
{
"classname" "func_button"
"speed" "40"
"wait" "3.000000"
"lip" "4"
"angle" "180"
"target" "elev"
{

*NOTE*: Remember, the path_corners go in the bottom, left-hand corner of the func_train brush, when viewing your editor's top down view.

6. Compile your map and check out your elevator.

Here's a sample map showing the elevator.


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