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I also have an elevator prefab, script. I like this script because the above is only once, you can only use it once. This script is repetitive up and down. Still, this script does not have interruption between up and down, it has stops...which are kind of the same thing, but difficult to script for me, but I could essentially use it. My "button" is a turning wheel as seen in the film. I don't know if mine will turn as that's even more script, I might do it though...I probably will once I'm comfortable but for the meanwhile One side of the wheel will be up and one side will be down. So if I script two "buttons" for up and down, that's the left and right side of the wheel...easy enough, before I try to make a turning wheel...which is more work...but I've seen that sort of thing down and could probably do it...

But to make things easier it will just be up and down for now....

But, the script doesn't have  a way to be stopped between up or down...it just keeps going like an elevator would...until it gets to it's floor.

My script will have 2 floors all the way down, death, all the way up back to the map...
What's nice is that the doors of this map are already scripted...

It will be easy to backwards engineer...


Both scripts lack what I need...to be able to stop up and down mid way...

Which script should I use?
 

elevator_commands
{
trigger goto1
{
globalaccum 1 abort_if_equal 1
 
trigger elevator buttonsinvisible
 
wait 100
 
globalaccum 1 trigger_if_equal 2 elevator 2goto1
globalaccum 1 trigger_if_equal 3 elevator 3goto1
globalaccum 1 trigger_if_equal 4 elevator 4goto1
}
 
trigger goto2
{
globalaccum 1 abort_if_equal 2
 
trigger elevator buttonsinvisible
 
wait 100
 
globalaccum 1 trigger_if_equal 1 elevator 1goto2
globalaccum 1 trigger_if_equal 3 elevator 3goto2
globalaccum 1 trigger_if_equal 4 elevator 4goto2
}
 
trigger goto3
{
globalaccum 1 abort_if_equal 3
 
trigger elevator buttonsinvisible
 
wait 100
 
globalaccum 1 trigger_if_equal 1 elevator 1goto3
globalaccum 1 trigger_if_equal 2 elevator 2goto3
globalaccum 1 trigger_if_equal 4 elevator 4goto3
}
 
trigger goto4
{
globalaccum 1 abort_if_equal 4
 
trigger elevator buttonsinvisible
 
wait 100
 
globalaccum 1 trigger_if_equal 1 elevator 1goto4
globalaccum 1 trigger_if_equal 2 elevator 2goto4
globalaccum 1 trigger_if_equal 3 elevator 3goto4
}
}
 
 
elevator
{
spawn
{
wait 100
 
gotomarker level1_elevator 10000
 
globalaccum 1 set 1
accum 0 set 0
 
trigger level1_left_door open
trigger level1_right_door open
 
alertentity led_level4
alertentity led_level3
alertentity led_level2
 
}
 
trigger buttonsinvisible
{
setstate level1_button_trigger invisible
setstate level2_button_trigger invisible
setstate level3_button_trigger invisible
setstate level4_button_trigger invisible
 
setstate level1_elevator_trigger_goto2 invisible
setstate level1_elevator_trigger_goto3 invisible
setstate level1_elevator_trigger_goto4 invisible
 
setstate level2_elevator_trigger_goto1 invisible
setstate level2_elevator_trigger_goto3 invisible
setstate level2_elevator_trigger_goto4 invisible
 
setstate level3_elevator_trigger_goto1 invisible
setstate level3_elevator_trigger_goto2 invisible
setstate level3_elevator_trigger_goto4 invisible
 
setstate level4_elevator_trigger_goto1 invisible
setstate level4_elevator_trigger_goto2 invisible
setstate level4_elevator_trigger_goto3 invisible
}
 
trigger buttonsdefault
{
setstate level1_button_trigger default
setstate level2_button_trigger default
setstate level3_button_trigger default
setstate level4_button_trigger default
 
setstate level1_elevator_trigger_goto2 default
setstate level1_elevator_trigger_goto3 default
setstate level1_elevator_trigger_goto4 default
 
setstate level2_elevator_trigger_goto1 default
setstate level2_elevator_trigger_goto3 default
setstate level2_elevator_trigger_goto4 default
 
setstate level3_elevator_trigger_goto1 default
setstate level3_elevator_trigger_goto2 default
setstate level3_elevator_trigger_goto4 default
 
setstate level4_elevator_trigger_goto1 default
setstate level4_elevator_trigger_goto2 default
setstate level4_elevator_trigger_goto3 default
}
 
trigger 2goto1
{
alertentity level1_button_on
alertentity level1_button_off
 
wait 500
 
playsound sound/empire_statebuilding/elevator_close.wav volume 300
trigger level2_left_door close
trigger level2_right_door close
 
wait 2000
 
playsound sound/empire_statebuilding/elevator_move.wav looping volume 100
trigger elevator_left_door gotounderlevel2fromabove
trigger elevator_right_door gotounderlevel2fromabove
gotomarker level2_under_elevator 45 wait
trigger elevator_left_door gotoabovelevel1fromabove
trigger elevator_right_door gotoabovelevel1fromabove
gotomarker level1_above_elevator 256 wait
trigger elevator_left_door gotolevel1
trigger elevator_right_door gotolevel1
gotomarker level1_elevator 45 wait
stopsound
 
alertentity led_level2
alertentity led_level1
 
alertentity level1_button_on
alertentity level1_button_off
 
playsound sound/empire_statebuilding/elevator_ding.wav volume 500
wait 500
 
playsound sound/empire_statebuilding/elevator_open.wav volume 300
trigger level1_left_door open
trigger level1_right_door open
 
wait 100
 
globalaccum 1 set 1
 
wait 100
 
trigger self buttonsdefault
}
 
trigger 3goto1
{
alertentity level1_button_on
alertentity level1_button_off
 
wait 500
 
playsound sound/empire_statebuilding/elevator_close.wav volume 300
trigger level3_left_door close
trigger level3_right_door close
 
wait 2000
 
playsound sound/empire_statebuilding/elevator_move.wav looping volume 100
trigger elevator_left_door gotounderlevel3fromabove
trigger elevator_right_door gotounderlevel3fromabove
gotomarker level3_under_elevator 45 wait
trigger elevator_left_door gotoabovelevel1fromabove
trigger elevator_right_door gotoabovelevel1fromabove
gotomarker level1_above_elevator 256 wait
trigger elevator_left_door gotolevel1
trigger elevator_right_door gotolevel1
gotomarker level1_elevator 45 wait
stopsound
 
alertentity level1_button_on
alertentity level1_button_off
 
alertentity led_level3
alertentity led_level1
 
playsound sound/empire_statebuilding/elevator_ding.wav volume 500
wait 500
 
playsound sound/empire_statebuilding/elevator_open.wav volume 300
trigger level1_left_door open
trigger level1_right_door open
 
wait 100
 
globalaccum 1 set 1
 
wait 100
 
trigger self buttonsdefault
}
 
trigger 4goto1
{
alertentity level1_button_on
alertentity level1_button_off
 
wait 500
 
playsound sound/empire_statebuilding/elevator_close.wav volume 300
trigger level4_left_door close
trigger level4_right_door close
 
wait 2000
 
playsound sound/empire_statebuilding/elevator_move.wav looping volume 100
trigger elevator_left_door gotounderlevel4fromabove
trigger elevator_right_door gotounderlevel4fromabove
gotomarker level4_under_elevator 45 wait
trigger elevator_left_door gotoabovelevel1fromabove
trigger elevator_right_door gotoabovelevel1fromabove
gotomarker level1_above_elevator 256 wait
trigger elevator_left_door gotolevel1
trigger elevator_right_door gotolevel1
gotomarker level1_elevator 45 wait
stopsound
 
alertentity level1_button_on
alertentity level1_button_off
 
alertentity led_level4
alertentity led_level1
 
playsound sound/empire_statebuilding/elevator_ding.wav volume 500
wait 500
 
playsound sound/empire_statebuilding/elevator_open.wav volume 300
trigger level1_left_door open
trigger level1_right_door open
 
wait 100
 
globalaccum 1 set 1
 
wait 100
 
trigger self buttonsdefault
}
 
trigger 1goto2
{
alertentity level2_button_on
alertentity level2_button_off
 
wait 500
 
playsound sound/empire_statebuilding/elevator_close.wav volume 300
trigger level1_left_door close
trigger level1_right_door close
 
wait 2000
 
playsound sound/empire_statebuilding/elevator_move.wav looping volume 100
trigger elevator_left_door gotoabovelevel1fromunder
trigger elevator_right_door gotoabovelevel1fromunder
gotomarker level1_above_elevator 45 wait
trigger elevator_left_door gotounderlevel2fromunder
trigger elevator_right_door gotounderlevel2fromunder
gotomarker level2_under_elevator 256 wait
trigger elevator_left_door gotolevel2
trigger elevator_right_door gotolevel2
gotomarker level2_elevator 45 wait
stopsound
 
alertentity level2_button_on
alertentity level2_button_off
 
alertentity led_level1
alertentity led_level2
playsound sound/empire_statebuilding/elevator_ding.wav volume 500
 
wait 500
 
playsound sound/empire_statebuilding/elevator_open.wav volume 300
trigger level2_left_door open
trigger level2_right_door open
 
wait 100
 
globalaccum 1 set 2
 
wait 100
 
trigger self buttonsdefault
}
 
trigger 3goto2
{
alertentity level2_button_on
alertentity level2_button_off
 
wait 500
 
playsound sound/empire_statebuilding/elevator_close.wav volume 300
trigger level3_left_door close
trigger level3_right_door close
 
wait 2000
 
playsound sound/empire_statebuilding/elevator_move.wav looping volume 100
trigger elevator_left_door gotolevel2
trigger elevator_right_door gotolevel2
gotomarker level2_elevator 45 wait
stopsound
 
alertentity level2_button_on
alertentity level2_button_off
 
alertentity led_level3
alertentity led_level2
 
playsound sound/empire_statebuilding/elevator_ding.wav volume 500
wait 500
 
playsound sound/empire_statebuilding/elevator_open.wav volume 300
trigger level2_left_door open
trigger level2_right_door open
 
wait 100
 
globalaccum 1 set 2
 
wait 100
 
trigger self buttonsdefault
}
 
trigger 4goto2
{
alertentity level2_button_on
alertentity level2_button_off
 
wait 500
 
playsound sound/empire_statebuilding/elevator_close.wav volume 300
trigger level4_left_door close
trigger level4_right_door close
 
wait 2000
 
playsound sound/empire_statebuilding/elevator_move.wav looping volume 100
trigger elevator_left_door gotolevel2
trigger elevator_right_door gotolevel2
gotomarker level2_elevator 45 wait
stopsound
 
alertentity level2_button_on
alertentity level2_button_off
 
alertentity led_level4
alertentity led_level2
 
playsound sound/empire_statebuilding/elevator_ding.wav volume 500
wait 500
 
playsound sound/empire_statebuilding/elevator_open.wav volume 300
trigger level2_left_door open
trigger level2_right_door open
 
wait 100
 
globalaccum 1 set 2
 
wait 100
 
trigger self buttonsdefault
}
 
trigger 1goto3
{
alertentity level3_button_on
alertentity level3_button_off
 
wait 500
 
playsound sound/empire_statebuilding/elevator_close.wav volume 300
trigger level1_left_door close
trigger level1_right_door close
 
wait 2000
 
playsound sound/empire_statebuilding/elevator_move.wav looping volume 100
trigger elevator_left_door gotoabovelevel1fromunder
trigger elevator_right_door gotoabovelevel1fromunder
gotomarker level1_above_elevator 45 wait
trigger elevator_left_door gotounderlevel3fromunder
trigger elevator_right_door gotounderlevel3fromunder
gotomarker level3_under_elevator 256 wait
trigger elevator_left_door gotolevel3
trigger elevator_right_door gotolevel3
gotomarker level3_elevator 45 wait
stopsound
 
alertentity level3_button_on
alertentity level3_button_off
 
alertentity led_level1
alertentity led_level3
 
playsound sound/empire_statebuilding/elevator_ding.wav volume 500
wait 500
 
playsound sound/empire_statebuilding/elevator_open.wav volume 300
trigger level3_left_door open
trigger level3_right_door open
 
wait 100
 
globalaccum 1 set 3
 
wait 100
 
trigger self buttonsdefault
}
 
trigger 2goto3
{
alertentity level3_button_on
alertentity level3_button_off
 
wait 500
 
playsound sound/empire_statebuilding/elevator_close.wav volume 300
trigger level2_left_door close
trigger level2_right_door close
 
wait 2000
 
playsound sound/empire_statebuilding/elevator_move.wav looping volume 100
trigger elevator_left_door gotolevel3
trigger elevator_right_door gotolevel3
gotomarker level3_elevator 45 wait
stopsound
 
alertentity level3_button_on
alertentity level3_button_off
 
alertentity led_level2
alertentity led_level3
 
playsound sound/empire_statebuilding/elevator_ding.wav volume 500
wait 500
 
playsound sound/empire_statebuilding/elevator_open.wav volume 300
trigger level3_left_door open
trigger level3_right_door open
 
wait 100
 
globalaccum 1 set 3
 
wait 100
 
trigger self buttonsdefault
}
 
trigger 4goto3
{
alertentity level3_button_on
alertentity level3_button_off
 
wait 500
 
playsound sound/empire_statebuilding/elevator_close.wav volume 300
trigger level4_left_door close
trigger level4_right_door close
 
wait 2000
 
playsound sound/empire_statebuilding/elevator_move.wav looping volume 100
trigger elevator_left_door gotolevel3
trigger elevator_right_door gotolevel3
gotomarker level3_elevator 45 wait
stopsound
 
alertentity level3_button_on
alertentity level3_button_off
 
alertentity led_level4
alertentity led_level3
 
playsound sound/empire_statebuilding/elevator_ding.wav volume 500
wait 500
 
playsound sound/empire_statebuilding/elevator_open.wav volume 300
trigger level3_left_door open
trigger level3_right_door open
 
wait 100
 
globalaccum 1 set 3
 
wait 100
 
trigger self buttonsdefault
}
 
trigger 1goto4
{
alertentity level4_button_on
alertentity level4_button_off
 
wait 500
 
playsound sound/empire_statebuilding/elevator_close.wav volume 300
trigger level1_left_door close
trigger level1_right_door close
 
wait 2000
 
playsound sound/empire_statebuilding/elevator_move.wav looping volume 100
trigger elevator_left_door gotoabovelevel1fromunder
trigger elevator_right_door gotoabovelevel1fromunder
gotomarker level1_above_elevator 45 wait
trigger elevator_left_door gotounderlevel4fromunder
trigger elevator_right_door gotounderlevel4fromunder
gotomarker level4_under_elevator 256 wait
trigger elevator_left_door gotolevel4
trigger elevator_right_door gotolevel4
gotomarker level4_elevator 45 wait
stopsound
 
alertentity level4_button_on
alertentity level4_button_off
 
alertentity led_level1
alertentity led_level4
 
playsound sound/empire_statebuilding/elevator_ding.wav volume 500
wait 500
 
playsound sound/empire_statebuilding/elevator_open.wav volume 300
trigger level4_left_door open
trigger level4_right_door open
 
wait 100
 
globalaccum 1 set 4
 
wait 100
 
trigger self buttonsdefault
}
 
trigger 2goto4
{
alertentity level4_button_on
alertentity level4_button_off
 
wait 500
 
playsound sound/empire_statebuilding/elevator_close.wav volume 300
trigger level2_left_door close
trigger level2_right_door close
 
wait 2000
 
playsound sound/empire_statebuilding/elevator_move.wav looping volume 100
trigger elevator_left_door gotolevel4
trigger elevator_right_door gotolevel4
gotomarker level4_elevator 45 wait
stopsound
 
alertentity level4_button_on
alertentity level4_button_off
 
alertentity led_level2
alertentity led_level4
 
playsound sound/empire_statebuilding/elevator_ding.wav volume 500
wait 500
 
playsound sound/empire_statebuilding/elevator_open.wav volume 300
trigger level4_left_door open
trigger level4_right_door open
 
wait 100
 
globalaccum 1 set 4
 
wait 100
 
trigger self buttonsdefault
}
 
 
trigger 3goto4
{
alertentity level4_button_on
alertentity level4_button_off
 
wait 500
 
playsound sound/empire_statebuilding/elevator_close.wav volume 300
trigger level3_left_door close
trigger level3_right_door close
 
wait 2000
 
playsound sound/empire_statebuilding/elevator_move.wav looping volume 100
trigger elevator_left_door gotolevel4
trigger elevator_right_door gotolevel4
gotomarker level4_elevator 45 wait
stopsound
 
alertentity level4_button_on
alertentity level4_button_off
 
alertentity led_level3
alertentity led_level4
 
playsound sound/empire_statebuilding/elevator_ding.wav volume 500
wait 500
 
playsound sound/empire_statebuilding/elevator_open.wav volume 300
trigger level4_left_door open
trigger level4_right_door open
 
wait 100
 
globalaccum 1 set 4
 
wait 100
 
trigger self buttonsdefault
}
}
 
//elevator doors
 
elevator_left_door
{
trigger level1open
{
gotomarker level1_left_door_elevator_open 40
}
 
trigger level2open
{
gotomarker level2_left_door_elevator_open 40
}
 
trigger level3open
{
gotomarker level3_left_door_elevator_open 40
}
 
trigger level4open
{
gotomarker level4_left_door_elevator_open 40
}
 
 
trigger level1close
{
gotomarker level1_left_door_elevator_close 40
}
 
trigger level2close
{
gotomarker level2_left_door_elevator_close 40
}
 
trigger level3close
{
gotomarker level3_left_door_elevator_close 40
}
 
trigger level4close
{
gotomarker level4_left_door_elevator_close 40
}
 
 
trigger gotolevel1
{
gotomarker level1_left_door_elevator_close 45.4
}
 
trigger gotoabovelevel1fromunder
{
gotomarker abovelevel1_left_door_elevator_close 45.4
}
 
trigger gotoabovelevel1fromabove
{
gotomarker abovelevel1_left_door_elevator_close 257.201
}
 
trigger gotounderlevel2fromunder
{
gotomarker underlevel2_left_door_elevator_close 257.201
}
 
trigger gotounderlevel2fromabove
{
gotomarker underlevel2_left_door_elevator_close 45.4
}
 
trigger gotolevel2
{
gotomarker level2_left_door_elevator_close 45.4
}
 
trigger gotounderlevel3fromabove
{
gotomarker underlevel3_left_door_elevator_close 45.4
}
 
trigger gotounderlevel3fromunder
{
gotomarker underlevel3_left_door_elevator_close 257.201
}
 
trigger gotolevel3
{
gotomarker level3_left_door_elevator_close 45.4
}
 
trigger gotounderlevel4fromunder
{
gotomarker underlevel4_left_door_elevator_close 257.201
}
 
trigger gotounderlevel4fromabove
{
gotomarker underlevel4_left_door_elevator_close 45.4
}
 
trigger gotolevel4
{
gotomarker level4_left_door_elevator_close 45.4
}
}
 
elevator_right_door
{
trigger level1open
{
gotomarker level1_right_door_elevator_open 40
}
 
trigger level2open
{
gotomarker level2_right_door_elevator_open 40
}
 
trigger level3open
{
gotomarker level3_right_door_elevator_open 40
}
 
trigger level4open
{
gotomarker level4_right_door_elevator_open 40
}
 
 
trigger level1close
{
gotomarker level1_right_door_elevator_close 40
}
 
trigger level2close
{
gotomarker level2_right_door_elevator_close 40
}
 
trigger level3close
{
gotomarker level3_right_door_elevator_close 40
}
 
trigger level4close
{
gotomarker level4_right_door_elevator_close 40
}
 
 
trigger gotolevel1
{
gotomarker level1_right_door_elevator_close 45.4
}
 
trigger gotoabovelevel1fromunder
{
gotomarker abovelevel1_right_door_elevator_close 45.4
}
 
trigger gotoabovelevel1fromabove
{
gotomarker abovelevel1_right_door_elevator_close 257.201
}
 
trigger gotounderlevel2fromunder
{
gotomarker underlevel2_right_door_elevator_close 257.201
}
 
trigger gotounderlevel2fromabove
{
gotomarker underlevel2_right_door_elevator_close 45.4
}
 
trigger gotolevel2
{
gotomarker level2_right_door_elevator_close 45.4
}
 
trigger gotounderlevel3fromabove
{
gotomarker underlevel3_right_door_elevator_close 45.4
}
 
trigger gotounderlevel3fromunder
{
gotomarker underlevel3_right_door_elevator_close 257.201
}
 
trigger gotolevel3
{
gotomarker level3_right_door_elevator_close 45.4
}
 
trigger gotounderlevel4fromunder
{
gotomarker underlevel4_right_door_elevator_close 257.201
}
 
trigger gotounderlevel4fromabove
{
gotomarker underlevel4_right_door_elevator_close 45.4
}
 
trigger gotolevel4
{
gotomarker level4_right_door_elevator_close 45.4
}
}
 
 
 
level1_left_door
{
trigger open
{
trigger elevator_left_door level1open
gotomarker level1_left_door_elevator_half 40 wait
gotomarker level1_left_door_elevator_open 40
trigger level1_left_door2 open
}
 
trigger close
{
trigger elevator_left_door level1close
gotomarker level1_left_door_elevator_close 40
trigger level1_left_door2 close
}
}
 
level2_left_door
{
trigger open
{
trigger elevator_left_door level2open
gotomarker level2_left_door_elevator_half 40 wait
gotomarker level2_left_door_elevator_open 40
trigger level2_left_door2 open
}
 
trigger close
{
trigger elevator_left_door level2close
gotomarker level2_left_door_elevator_close 40
trigger level2_left_door2 close
}
}
 
level3_left_door
{
trigger open
{
trigger elevator_left_door level3open
gotomarker level3_left_door_elevator_half 40 wait
gotomarker level3_left_door_elevator_open 40
trigger level3_left_door2 open
}
 
trigger close
{
trigger elevator_left_door level3close
gotomarker level3_left_door_elevator_close 40
trigger level3_left_door2 close
}
}
 
level4_left_door
{
trigger open
{
trigger elevator_left_door level4open
gotomarker level4_left_door_elevator_half 40 wait
gotomarker level4_left_door_elevator_open 40
trigger level4_left_door2 open
}
 
trigger close
{
trigger elevator_left_door level4close
gotomarker level4_left_door_elevator_close 40
trigger level4_left_door2 close
}
}
 
level1_right_door
{
trigger open
{
trigger elevator_right_door level1open
gotomarker level1_right_door_elevator_half 40 wait
gotomarker level1_right_door_elevator_open 40
trigger level1_right_door2 open
}
 
trigger close
{
trigger elevator_right_door level1close
gotomarker level1_right_door_elevator_close 40
trigger level1_right_door2 close
}
}
 
level2_right_door
{
trigger open
{
trigger elevator_right_door level2open
gotomarker level2_right_door_elevator_half 40 wait
gotomarker level2_right_door_elevator_open 40
trigger level2_right_door2 open
}
 
trigger close
{
trigger elevator_right_door level2close
gotomarker level2_right_door_elevator_close 40
trigger level2_right_door2 close
}
}
 
level3_right_door
{
trigger open
{
trigger elevator_right_door level3open
gotomarker level3_right_door_elevator_half 40 wait
gotomarker level3_right_door_elevator_open 40
trigger level3_right_door2 open
}
 
trigger close
{
trigger elevator_right_door level3close
gotomarker level3_right_door_elevator_close 40
trigger level3_right_door2 close
}
}
 
level4_right_door
{
trigger open
{
trigger elevator_right_door level4open
gotomarker level4_right_door_elevator_half 40 wait
gotomarker level4_right_door_elevator_open 40
trigger level4_right_door2 open
}
 
trigger close
{
trigger elevator_right_door level4close
gotomarker level4_right_door_elevator_close 40
trigger level4_right_door2 close
}
}
 
//second doors
 
level1_left_door2
{
trigger open
{
gotomarker level1_left_door_elevator_open 40
}
 
trigger close
{
gotomarker level1_left_door_elevator_half 40
}
}
 
level1_right_door2
{
trigger open
{
gotomarker level1_right_door_elevator_open 40
}
 
trigger close
{
gotomarker level1_right_door_elevator_half 40
}
}
 
level2_left_door2
{
trigger open
{
gotomarker level2_left_door_elevator_open 40
}
 
trigger close
{
gotomarker level2_left_door_elevator_half 40
}
}
 
level2_right_door2
{
trigger open
{
gotomarker level2_right_door_elevator_open 40
}
 
trigger close
{
gotomarker level2_right_door_elevator_half 40
}
}
 
level3_left_door2
{
trigger open
{
gotomarker level3_left_door_elevator_open 40
}
 
trigger close
{
gotomarker level3_left_door_elevator_half 40
}
}
 
level3_right_door2
{
trigger open
{
gotomarker level3_right_door_elevator_open 40
}
 
trigger close
{
gotomarker level3_right_door_elevator_half 40
}
}
 
level4_left_door2
{
trigger open
{
gotomarker level4_left_door_elevator_open 40
}
 
trigger close
{
gotomarker level4_left_door_elevator_half 40
}
}
 
level4_right_door2
{
trigger open
{
gotomarker level4_right_door_elevator_open 40
}
 
trigger close
{
gotomarker level4_right_door_elevator_half 40
}
}
Posted

you can target a check from game manager

 

wm_objective_status 1 1 0
wm_objective_status 1 0 0

accum 1 set 0

 

and in trigger script

 

accum 1 abort_if_equal 0

accum 1 set 1

or increase it to 1

accum 1 inc 1

 

or the opposite

 

accum 1 abort_if_equal 1

accum 1 set 0

 

give it a wait time like 500 after accum to give game manager a break.

 

in reference to RailGun script if you need to figure out how to and what I was referring to.

 

There was a guide from Splash Damage about the stages but Im thinking all you need is a check point between them like the part Im talking about.

 

Being this is about corner_paths tho you may have to retarget the entities to a target_script_trigger to add stages in radiant entities.

 

Clearly I am tired today this is a thought about it just from reading the script.

 

game_manager is spawn empty and some key targets are spawn empty so there you may need to work on the extra's

 

Or move the scripts in to one script and use the target_script_trigger

 

hope this helps please check railgun script for a thought into stages don't have to write stages it just needs to be named accordingly.

 

Im tired will look at it again later my mind is not all here.

 

 

 

 
 
 
 
 
 
 
 
  • Like 1
Posted

Well, this one is pretty damn annoying. It won't update my BSP. I keep compiling my map file and I'm forever stuck with an older version of a BSP file even after I DELETED it

Posted

Strange, I imported some map terrain and for some strange reason it won't appear in the game, I can see it in radiant, but when I play the game it's invisible, as if the brushes aren't there but they are visible in radiant. 

Posted

if it's ase it would be blue outline in grid it it's detail it will become invisible or if your using skip shader.

 

Sometimes you have to delete everything for the map except the map and script also sometimes have to delete the maps folder for map name cause the bsp writes multiple files to it for over head images it could be missing.

 

If there is a pcx for the file it must be in etmain sometimes it would end up in the maps folder for the map that has the pictures dunno mine just does should just be in etmain could be the way I use easy gen.

  • Like 1
Posted

Oh also changing the shader from a detail brush to a structural brush will resolve the in game missing.

 

press ctrl+M for detail

press shift+ctrl+S for structual

  • Like 1
Posted

The kali mar statue room is difficult because it has terrain everywhere, the ceiling, walls, floor where it belongs. It's sort of like a really old room that was built within a cavern. So it's alot of work. It'll be fun, but very time consuming. I find that it's difficult to edit terrain brushes without leaks. Also there's lava polls and streams of lava and lava water falls. It's a pretty involved part of the map...Is there a way to make a texture that makes you burst into flames?

 

Posted

I really enjoy this, and it's coming along. But, *sighs* I'm almost 30, single, living at home... no real life... nothing to show for myself. I don't know if I'll work on this as much or any any more. It's a shame because I was learning how to script CPs, vehicles, and learning how to create elevators, so on. But, I'm not where I should be in life and I really should focus on more mature, responsible things than mapping for a game.

:( 

I'm not really far enough along to give my files to some one else to finish, but maybe one day I'll come back to this and continue working on it. Maybe I'll continue working on it in a few weeks. It's just not something I can do every day and I'm not sure how progress on this will go anymore. 

I'm not saying it's canceled or that it won't ever be finished but my life...my life just isn't great andI need to try to change that. 

Posted

Definitely not canceled as an artist I need creative outlets and this is a very creative process. I got a second wind when looking at the jedi academy community which faced extinction but to my surprise still has a mapping, modding community to this day. So many creative projects, it inspired me to atleast keep trying with my work.

But, I can't devote as much time to it as before. I am inspired by all that is being done within these communities that have faced extinction but still carry on bringing new life and creativity to these old PC titles.

Posted

Yep know the feelings wouldn't worry take your time no rush.

 

I might map 30 mins a day now if I do anything guess cause I'm getting old as dirt :)

Posted

Why do games like JK II and III have controllable vehicles but not ET. Is it possible to add controlled vehicles to ET? I have no reason to, just curious...:D

Posted

So last night I discovered the power of fire for some reason. I got home around 2 AM worked to 3-4 and discovered fire. Fire is easy...my question is, if fire slows down or has any effect on gameplay or can I have fire everywhere in a room?

Posted

No you can't control the vehicles their is only mountable entities like mg's you can add.

 

Fire well is a animation probably be best if you detail the brush and make sure it has a cull value. Cull will cause it to exclude it from xamount of distance.

 

As far as I know it use to be a problem a long time ago but pc's are better these days so I don't see a problem with trying it.

 

For light effect I suggest reading this

 

https://www.quake3world.com/forum/viewtopic.php?f=10&t=42188

 

For shader understand what cull means as well. If it's against a wall use

 

cull back

 

so that not all sides of the animation will be drawn in the world which may cause fps issues for some people.

 

https://icculus.org/gtkradiant/documentation/Q3AShader_Manual/ch02/pg2_1.htm

3.2 cull <side>

Every surface of a polygon has two sides, a front and a back. Typically, we only see the front or "out" side. For example, a solid block you only show the front side. In many applications we see both. For example, in water, you can see both front and a back. The same is true for things like grates and screens.

To "cull" means to remove. The value parameter determines the type of face culling to apply. The default value is cull front if this keyword is not specified. However for items that should be inverted then the value back should be used. To disable culling, the value disable ornone should be used. Only one cull instruction can be set for the shader.

3.2.1 cull front
The front or "outside" of the polygon is not drawn in the world. This is the default value. It is used if the keyword "cull " appears in the content instructions without a <side>value or if the keyword cull does not appear at all in the shader.

3.2.2 cull back
Cull back removes the back or "inside" of a polygon from being drawn in the world.

3.2.3 cull disable, cull none
Neither side of the polygon is removed. Both sides are drawn in the game. Very useful for making panels or barriers that have no depth, such as grates, screens, metal wire fences and so on and for liquid volumes that the player can see from within. Also used for energy fields, sprites, and weapon effects (e.g. plasma).

Design Notes: For things like grates and screens, put the texture with the cull none property on one face only. On the other faces, use a non-drawing texture.
  • Like 1

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