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FPSC Classic Product Chat / How do I get a a lift switch to call a lift?

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incense
18
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Joined: 25th Nov 2005
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Posted: 3rd Dec 2005 18:58
If I put a lift in the game and I want to be able to call it up or down, how is that done? Bare in mind that I am one of thoes that need details. General statements are lost on me. Im a PC tech and a Wed Designer, this is my first whack at games.

Thanks
flashing snall
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Location: Boston
Posted: 3rd Dec 2005 22:08
i think it already does, but it comes really aslow

dont assume cause ull make an ass out of you and me!
alex 1337
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Posted: 4th Dec 2005 02:30 Edited at: 4th Dec 2005 02:30
Wed Designers are pretty cool
Jiffy
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Location: Hiding in the bushes in your backyard
Posted: 4th Dec 2005 06:17
I'm having problems with the lift switches also. My idea was to have the lift only move if the switch was pressed, although, no matter what script I used, it would go anyway. I had the same problem with calling the lift.


"Personally I hate erecting my tree, my whole family always wants to join in, and all the balls fall around the place." - Zotoaster
incense
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Posted: 17th Dec 2005 17:30
flashing snall

Quote: "i think it already does, but it comes really aslow"


The lifts do not respond to the switches I have set at all Im afraid.
Nigezu
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Location: Oulu, Finland
Posted: 17th Dec 2005 19:49
It's stupid 'cause if you go up with lift and then die you can't go up with same lift again

Intel Pentium 4 Processor 519 3.06 Ghz, 1536 MB DDR, Ati Radeon 9550 256MB
Jiffy
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Posted: 18th Dec 2005 04:26
Nigezu: Indeed, although you could set a checkpoint on the area that the lift stops, so that you automatically respawn there.


"I hate erecting my tree, my whole family always wants to join in and all the balls fall around the place." - Zotoaster Merry Christmas!
Les Horribres
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 18th Dec 2005 05:37
Uhh...
Wrong scripts.

But FPSC's script is bad too

this is better

:activated=1:state=10,activate=3
:activated=2:state=20,activate=3
:activated=3:associateplayer
:state=10:moveup=1
:state=20:moveup=-1
:state=10,plrdistwithin=60:state=11
:state=20,plrdistwithin=60:state=21
:state=11:moveup=-1
:state=21:moveup=1
:state=11,raycastup=20 100:state=0,activate=0
:state=21,raycastup=20 0:state=0,activate=0

of course 1 switch needs to be edited to activate 2 instead of 1
it should work. Mabey... but it is a much better concept.

Anti-Noob Justice League, an ANJL of Mercy.
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uman
Retired Moderator
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Location: UK
Posted: 18th Dec 2005 05:53
Theres a lot of questions on this lately.

I had a switch call a lift working a while back when I was testing the same in an MP level - though I dropped MP altogether for the time being. So you can at least call a switch I know that much.

I had one problem with it at the time and that was - called the lift OK - but after player moved away the lift returned whence it came - so whats needed is a lift - Top and Bottom of the lift and perhaps also a call switch on every floor if you say have a 15 storey building. That could be extended so that you could stop at any level or choose to go to any level or floor of the building.

Except for the fact that any such lift switching of any kind is not easy in FPSC.

If its not solved I would go back and have a look at lift switches again when I need them - as it stands I have too many other critical issues to look at and may never get back to anything else until I solve those ones or not in which case I wont be developing further with FPSC at all.

Merranvos - lead will get you some way there - though I have not tried the script herein.




Persistance pays off
Les Horribres
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Posted: 18th Dec 2005 06:03
Yeah, it looks like it would to me too... But I am too tired to test...

The concept is to have 2 switches, and 1 activates the down, and the other activates going up. So, if you're at bottom, activate 2, above activate 1.

Simple concept.

Although the simplicity is bound to cause small problems. Or IOW, I probally forgot something.

Anti-Noob Justice League, an ANJL of Mercy.
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uman
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Posted: 18th Dec 2005 07:20 Edited at: 18th Dec 2005 07:20
Merranvo,

You helped me before when I was doing lift switches. It was two switches I had - one top and one bootom. If I recall it did work correctly but I dropped working on it as I wanted auto move or call without switches.

Reason - well switches have to go outside lifts but - what happens if you want a switches inside lifts? Quite right so I wanted to use auto functions instead - without switches.

Anyway as I said I dropped MP altogether so stopped working on the lift switches.

Les Horribres
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Location: My Name is... Merry
Posted: 18th Dec 2005 07:24
Well, you could model switches but really turn the lift into a switch.

I suppose I could do a half-life type hud for that (the tram things).

Anti-Noob Justice League, an ANJL of Mercy.
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incense
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Posted: 22nd Dec 2005 21:45
Merranvo,

I tried your script.

Quote: ":activated=1:state=10,activate=3
:activated=2:state=20,activate=3
:activated=3:associateplayer
:state=10:moveup=1
:state=20:moveup=-1
:state=10,plrdistwithin=60:state=11
:state=20,plrdistwithin=60:state=21
:state=11:moveup=-1
:state=21:moveup=1
:state=11,raycastup=20 100:state=0,activate=0
:state=21,raycastup=20 0:state=0,activate=0
"


I am sorry to say that it didnt not work. The button would not even move when pressed and the lift did not respond. Nice try though. I did get the the lift to come back down from the floor right above me once using the default switch file. It came down very slowly. It would not respond from any floor except the one right above.

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