Scripted Sequence - Collision with Chair

The big problem I see with a trigger_teleport is keeping the player facing the same way, not moving their viewpoint or position at all, other than up/down. With a moving elevator, there’s none of that problem. But yes, cubemaps and lights will be a problem with the moving elevator. As with the vent, I can always make it non-see-through if I made it a teleport.

Well, the televators in OCPD encompassed the whole elevator car and were activated with either touchtest or just enable when someone pushed the button- this meant that everything in the elevator transitioned at the same time, and preserved object holding. Additionally, using the local landmark field allowed me to maintain the player’s location relative to the elevator. Moving decals ARE a limitation, but since this was pre-disaster the player had no weapons so it wasn’t a big deal.

Long story short, trigger_teleport has a lot more functionality than most people are aware of, and its worth playing around with. But if you’ve got a tracked elevator working for you by all means keep using it, I’m just here to suggest things and am VERY interested in seeing what you come up with.

Thanks Admiral, I’ll definitely be using teleporting for more simple cases in the future. However, the moving func_door elevator worked! With dynamic lights parented to it (though I still need to perfect the lighting on them, it looks a bit too bland I think).
When the elevator reaches the bottom door (OnFullyOpen) the doors open (both the doors attached to the elevator and the doors that are on the floor) and when it moves back up, they close before moving, and open again when it reaches the top.
There’s one or two minor glitches, like a little jolt before it starts moving (could add in a ‘shake’ effect to make it blend in) and the lighting does sometimes flicker darker for a second then back to normal, but I’m fine with that and I’m pretty happy.
Definitely the way to go for two-stop elevators. Especially if you can see outside the elevator whilst moving! (This one could have easily been a teleport but a lot of elevators have see through parts and therefore have to be moving).
I’ll have to try a teleport elevator another time with something else, but this seems easy enough - group the main elevator blocks together, make it a func_door. Add on an invisible block going from the bottom of the elevator to the floor you’re going to. Group that with the elevator and make that the same func_door too. Parent all objects inside to the elevator, make the lights light_dynamics and parent them. Close/open doors when pressing button and OnFullyOpen/Closed. Pretty much done! A tracktrain looks to be a lot more fiddly and harder, but once again, it’s needed for multi-stop elevators (if you can see outside the elevator, otherwise you can make the player teleport to a floor below by pressing a button).

Video:
youtube.com/watch?v=ZEHK9u8 … e=youtu.be

(Admiral, yes this is c1a1c - would love to work with you on the pre-disaster maps though if you want to work by yourself I can understand. I’m working on getting Unforeseen Consequences into a working state but I don’t want to make my own project and ‘steal’ a chapter from you, so to speak. Just a suggestion!)

Awesomesauce. Can you update the video to one with cubemaps?

And it turns out that UC is the chapter I want to restore next, but since I’ve put the project in hibernation I am hardly in a position to “claim” it… best of luck to you in taking your stab at it.

Will try with cube maps and see how it is!
Sorry about UC, perhaps we can work on different maps in it so we don’t feel like we’re stealing it from each other. Then we can put it into a bundle on the workshop for UC! Sound good?

If you want to avoid stepping on my toes, I’d suggest starting at the “top” and working down. I’ll be working from the Office Complex elevator on “up”.

Isn’t UC mainly below office complex?
I’m happy to take suggestions for which chapter to do next, other than apprehension or residue processing haha. Eventually we can get all chapters completed and have a working Black Mesa to roam around in.

I meant of the UC maps. I’m starting at the end of the level, in the canals.

Ah, I get you. Yep, I’m working my way down from the labs at the start, down the elevator through the coolant rooms etc. We should eventually meet up at some point!

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.