Lifts

Discussion in 'Mapping' started by J_4mes., Apr 7, 2008.

  1. J_4mes.

    J_4mes. Member

    Messages:
    85
    Likes Received:
    0
    Trophy Points:
    0
    Just a curious question, are lifts a sketchy thing to have in empires?

    I.E lag/Building within and all of those sorts of issues? feedback?


    i ask this because the lift in the city map works fine
     
  2. Awrethien

    Awrethien Member

    Messages:
    749
    Likes Received:
    0
    Trophy Points:
    0
    From what I have seen lifts going up and down for infantry is ok but if you try to move a tank or go sideways(trains) it lags up.
     
  3. J_4mes.

    J_4mes. Member

    Messages:
    85
    Likes Received:
    0
    Trophy Points:
    0
    ok thank you, ill make sure it cant /wont happen :)

    only thing is im struggle to work out how i morph blocks & other shapes into smoke / curvatious terrain [something im new to, not alot of it in CS:S]
     
  4. KILLX

    KILLX Banned

    Messages:
    4,357
    Likes Received:
    0
    Trophy Points:
    0
    emp_railroad(_rc2?) has a lift that works great for vehicles. Its in the BE starting base.
     
  5. Jcw87

    Jcw87 Member

    Messages:
    1,676
    Likes Received:
    0
    Trophy Points:
    0
    I've tried to use lifts before. Long story short, things moving on top of the lifts caused them to "block" the lift and send it in reverse.
     
  6. rampantandroid

    rampantandroid Member

    Messages:
    2,664
    Likes Received:
    0
    Trophy Points:
    0
    TBH, from the little mapping I've done, I can summarize it by saying "Lifts are bad. Veerrrryyyy bad."
     
  7. dizzyone

    dizzyone I've been drinking, heavily

    Messages:
    5,771
    Likes Received:
    0
    Trophy Points:
    0
    Moving brushes are great fun, one of the test versions of SoF had a moving metro, me and bodrick had some great fun with it. The best part was when I tried to block out bodrick with walls, but it backfired and got me stuck outside of the metro X)
     
  8. Lala

    Lala Member

    Messages:
    144
    Likes Received:
    0
    Trophy Points:
    0
    Yes it was there! but not in emp_railroad..... in the older version of railroad was a hill on the be side too.
     
  9. J_4mes.

    J_4mes. Member

    Messages:
    85
    Likes Received:
    0
    Trophy Points:
    0
    i could put in the 'no build' commands possible, if i knew how to do it
     
  10. Solokiller

    Solokiller Member

    Messages:
    4,861
    Likes Received:
    7
    Trophy Points:
    0
    It depends on which entities you use for making it, some entities are prone to reversing movement with objects on it during online gaming, while others will continue to move.
     
  11. KILLX

    KILLX Banned

    Messages:
    4,357
    Likes Received:
    0
    Trophy Points:
    0
    I remember this in HL1. If you used noclip on a tram in Opposing Force, it would put you into reverse.
     
  12. Chris0132'

    Chris0132' Developer

    Messages:
    9,482
    Likes Received:
    0
    Trophy Points:
    0
    That's because whoever made the map sucks at mapping.
     
  13. Broccoli

    Broccoli Member

    Messages:
    1,635
    Likes Received:
    0
    Trophy Points:
    0
    I believe the one I used in railroad was a func_plat (if that's even a real entity, so long since I launched hammer :p)
     
  14. Solokiller

    Solokiller Member

    Messages:
    4,861
    Likes Received:
    7
    Trophy Points:
    0
    Func_plat exists. Func_train, func_tracktrain, and func_door are all easily usable as lifs. You can also use func_button if you want the special features, but it's not really worth it though, it's better to create a seperate func_button rather than have the whole lift be a button.
     
  15. Chris0132'

    Chris0132' Developer

    Messages:
    9,482
    Likes Received:
    0
    Trophy Points:
    0
    I use movelinear.

    Less prone to being weird than doors, and easier to use than a train.
     
  16. Jcw87

    Jcw87 Member

    Messages:
    1,676
    Likes Received:
    0
    Trophy Points:
    0
    ... That was uncalled for. I may not be great at making it look good, but I know my entity logic. Trains and doors just don't make good lifts in multiplayer. As for this "movelinear" entity, while I had read about it before, I never saw it in the entity list while I was looking for one to do the job. func_movelinear would probably do a better job at it, but I'm not interested in emp_tankwar anymore. There are enough servers with insane resources and research speeds to not need a specific map for heavy tank battles.
     

Share This Page