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Elevator teaser
Posted: Mon May 14, 2007 8:53 pm
by FragMe!
Decided this was the best place to put this as it is a XSI model and ZE animation. Anyway it is a short clip of an elevator to be used in my next map. Enjoy.
http://s110.photobucket.com/albums/n84/ ... vator2.flv
RE: Elevator teaser
Posted: Mon May 14, 2007 9:25 pm
by ShadowHawk
Sweet! The mando team has a few models that could make use of elevators. Now we know it is possible.

Good job.
RE: Elevator teaser
Posted: Mon May 14, 2007 9:37 pm
by [RDH]Zerted
Looks good.
Some things to consider:
Was this test done in MP? Units tend to fall through moving objects much more in MP than in SP. The demo elevators I made worked great in SP, but were almost worthless in MP (teleporters or rotating elevators worked better). Your elevator looks like it might be moving too fast for MP.
Are you going to let the AI use it?
What happens to units when they fall under the elevator?
What happens to units when the elevator falls under the tem?
Its hard to tell, do you have inner and outer doors or is there just an empty space on the floor the elevator isn't in?
I would recommend putting a floor and death region under the elevator. That way, it will catch all the mines/detpacks/other objects that fall through so the server won't have to process them falling forever.
RE: Elevator teaser
Posted: Mon May 14, 2007 10:05 pm
by FragMe!
Oh boy so many questions so little time and I forgot to study
Anyway it was SP but it have done similar in MP but I will be testing it there before I go too far (I hate disappointment)
It's actually moving quite slow I just didn't want to subject anyone to 20 seconds of elevator music.
I have had AI get in and out this model of elevator in earlier tests.
If they fall under they get crushed :twisted: okay I assume you mean if they fall through the floor hopefully they don't and the doors should stop access that way when the car in not there.
Going down it is slow enough there is only a slight bounce to the unit.
The door has collision on both sides and inner and outer stay at the level and there is a second set of doors at the higher level.
The car itself actually rides inside a shaft sort of like a real elevator.
The last thing you mentioned is something I will consider, I also thank you very much for your comments.
Cheers
RE: Elevator teaser
Posted: Fri May 25, 2007 12:00 pm
by [RDH]Zerted
I did a few intresting things with the elevator I made (yours is much better/safer being inclosed and a 'real XSI model'). A sniper could drop an auto-turret in a certain way to make it stay in place while the elevator moved through it. Standing on top/below the turret would make you fall ontop/below the elevator as it moved past and the turret blocked your movement.
Putting the turret in the center of the elevator and throwing a mine on it was a good way to blow up helpless units while they are traveling in the elevator. A player looks into the open elevator, see no threats and goes in. The doors close and the elevator starts moving. Suddenly a turret appears out of the floor (or ceiling) and BOOM, the player is dead. I can't think of a way to block this kind of attack.
One more thing to consider: If a player is standing in the door when they start to close, does the unit die or end up insde the wall?
RE: Elevator teaser
Posted: Fri May 25, 2007 1:35 pm
by FragMe!
I'll have to try the turret thing see what happens, I know a det pack will travel with the car but it has gravity and sticky, maybe the turret will travel with the car once the floor hits it I'll have to see. I'm betting it will be more of a problem when the car is going down rather than up. Thanks fo the info on that never even occured to me as I don't play sniper much.
For players standing in the door I believe I tried that and depending on where the player is in the door way they get either pushed in or out not crushed and die.
Oh and I did set up a sever and tried the elevator in MP mode and there was no problems it reacted the same as SP which is good.