Elevators

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Maveritchell
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Elevators

Post by Maveritchell »

To anyone that has succeeded, tried, or even considered putting elevators into a map, is there any chance something like this would work?

Could one make a platform into a self-piloting aircraft, with an airspeed of zero, spawn it ontop of a takeoff/land hintnode, and just set its takeoff height to the height of your second floor?

I'm fairly sure it could be done as a piloted aircraft, but I the pilot couldn't get out/off while the elevator was on the "second floor" (hovering). Would that self-pilot work, or would that just be too unreliable?

I know this is an easy test, and I'd just do it myself but for the fact that I can't be at my computer with my modtools. Any takers?
-(DW)-Big_Rich

RE: Elevators

Post by -(DW)-Big_Rich »

Zerted has a Proof of concept elevator for download in the GT d/l area( I think, or it might be in the Finished Mods section), it's a scripted elevator for the lua. I've used that as a template before for elevators, it works with regions, works quite nice I might add.
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Re: RE: Elevators

Post by Maveritchell »

-(DW)-Big_Rich wrote:Zerted has a Proof of concept elevator for download in the GT d/l area( I think, or it might be in the Finished Mods section), it's a scripted elevator for the lua. I've used that as a template before for elevators, it works with regions, works quite nice I might add.
I've seen the proof of concept elevator map, and - not knocking it, it's very ingenious - it just seems less streamlined, at least for a simple 2-floor connection.
-(DW)-Big_Rich

RE: Re: RE: Elevators

Post by -(DW)-Big_Rich »

ok well you could just use proced. animation and make a looping animation with the elevator going up and down in a loop( with timers in proc animation of course). Be no control but it'll work.
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[RDH]Zerted
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RE: Re: RE: Elevators

Post by [RDH]Zerted »

I would say the map you saw is a piece of crap. It was an unfinished backup of the map I was going to put on FileFront (uploaded the wrong file). This one is much better and includes a cannon (works in SP) (source files only): http://129.21.119.74:8088/swbf2/files/ (final releases folder, 39MB)

The elevator map was one of the first modding things I did with SWBF2. I have learned much since then. I think it would be less confusing for most people if they used custom events instead of timers with crazy OnTimerElapse() responses.

You are correct Maveritchell, the elevator is not streamlined. It takes into account if you fall throught it, if you die while riding it, if you decide to jump off in mid flight, if people on both floors try to get on at the same time, if you want to get on the elevator but die a step before it, if your dead body is blown onto it, and a few other things.

If an elevator is in a enclosed shaft, then the AI can use it (they will attempt to walk off, but will be blocked by the walls) and all you would have to do is move it up/down when someone gets on and then block bottom entrance so units aren't crushed when the elevator goes down.
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