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[tutorial] elevator script with prefab

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Created 10 years ago
by jjbradman
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drago
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this is no more than a revamped of _woo_elevator.gsc and with revamped i mean it has fixed all bugs the original woo_elevator had, all the credit goes to bookable(thats his zm name but i cant pm him for some reason .-. )
and i remade the prefab :P

ok here's the tut:

download:
https://www.mediafire.com/?q9939gq1d6sc1qs
https://www.mediafire.com/?ttlzi5gitsyi06j

add

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    thread maps\_woo_elevator::woo_elevator_init();

below

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	maps\_zombiemode::main();

then just place the prefab in your map, and remember that if the prefab doesnt match your floor size you can select all the stuff from the bottom or the top by selecting it and moving it to the desired height :)
hope this helps  ;D
Last Edit: March 24, 2014, 04:17:12 am by jjbradman
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How would I go about putting this on a custom built elevator?
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How would I go about putting this on a custom built elevator?
You look in the elevator script and look for all the existing entities, and name the script_brushmodels to that in radiant, and as well as look for all the trigger entities and etc. And you have to know what all the entities does so you like not accidently name the trigger name to the elevator.

I don't know what the entities are called in the script but lets say that the elevator model itself is called,
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targetname - elevator
Then you simply make your elevator model with script_brushmodels and name the finished elevator to that entity.
And do the same thing when you add the triggers, and etc. But You have to check what every entity does so you know what trigger is for what.
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the game tells me there is no car to ride in when i test it

 
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