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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Hi lads. Just a quick question.
djheps
General Member
Since: Oct 5, 2006
Posts: 52
Last: Oct 4, 2007
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Monday, Oct. 1, 2007 10:37 pm
You're welcome, and I'm glad to help anyway I can. If you need more help setting up the server, or with anything related to CoD, just ask me and I'll help!
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pok1yoyo
General Member
Since: Sep 6, 2007
Posts: 13
Last: Aug 11, 2008
[view latest posts]
Level 1
Category: CoD2 MP Mapping
Posted: Thursday, Oct. 4, 2007 06:12 pm
How to make simple elevator just a floors moving up and down, no doors no fence nothing.?
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djheps
General Member
Since: Oct 5, 2006
Posts: 52
Last: Oct 4, 2007
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Thursday, Oct. 4, 2007 07:35 pm
First, in Radiant make a brush (this is your elevator). Then select the brush and right-click on the grid. Then select Script > Brushmodel.

After this press N to bring up the Entities box, and enter "targetname" then "elevator1" in the two boxes.

If you want, add a Trigger > Use near the brush. Give it a targetname (like above).

Then save and compile the map.

For your script, it will look something like this:

Code:

main()
{
	thread elevator();
}

elevator()
{
	while (1)
	{
		// gets the trigger if you have one
		trig1 = getent("targetname","trigname");
		brush1 = getent("targetname","elevator");

		// waits till the player hits the trigger (PRESSES F_
		trig1 waittill ("trigger");

		// this moves the elevator up -- change 256 to however high you want the elevator to go
		brush1 movez(256, 2);
		wait 5;
		// this moves it down
		brush1 movez(-256, 2);
	}
}



Hope this helps!

edited on Oct. 4, 2007 03:38 pm by djheps
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94sniper
General Member
Since: Jun 15, 2007
Posts: 907
Last: Jun 22, 2009
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Level 7
Category: CoD2 MP Mapping
Posted: Thursday, Oct. 4, 2007 08:15 pm
realistic elevators are simple, yet kinda difficult to make; say y our have one or two brushes that are grouped together to act as you elevator. then you'd have a set of doors for the inside of the elevator(2 more brushmodels) and a set for the outside of floor 1 & 2(4 more). then you'd have to get everything to move in perfect synchronization and some sounds if you want them (luckily, the game has it in a stock pk3 file!!!). I've tryed to think up everything for making a light turn on to show what floor you're on/have reached.

scripting tip for elevators: use the "movez" command rather than "moveto", it just makes it a %100 positive fact that you're elevator will go straight up.
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