Call of Duty 4: Elevator Brushes: Difference between revisions

From COD Modding & Mapping Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 24: Line 24:
  value = switch  
  value = switch  


Then connect them select your brushmodel then trigger teh hit the w key to weld them. That's it for the map side
Then connect them by selecting your '''brushmodel''' then '''trigger''' then hit the ¨W¨ key to weld them. That's it for the map side


Now create your script for the elevator to move.
Now create your script for the elevator to move.

Revision as of 12:41, 17 November 2008

This tutorial assumes that you already know how to create, compile & create GSCs,CSVs & FastFiles for your maps

Simple Elevator

by nuthowz


Create the elevator as a script_brushmodel then assign the key/values

key = targetname
value = elevator

Then create the triggers go to triggers use_touch create 2 of these 1 for the beginning and 1 for the end

assign key/values

key = targetname
value = switch 

Then connect them by selecting your brushmodel then trigger then hit the ¨W¨ key to weld them. That's it for the map side

Now create your script for the elevator to move.

main()
{
  level.elevatorDown = true;
  level.elevatorMoving = false;
  thread elevator_start();
}

elevator_start()
{
  elevator = getentarray ("switch","targetname");
  if ( isdefined(elevator) )
  for (i = 0; i < elevator.size; i++)
  elevator[i] thread elevator_think();
}

elevator_think()
{
  while (1)
  {
   self waittill ("trigger");
   if (!level.elevatorMoving)
   thread elevator_move();
  }
}

elevator_move()
{
  elevatormodel = getent ("elevator", "targetname");
  level.elevatorMoving = true;
  speed = 10;
  height =581;
  if (level.elevatorDown) 
  {
   elevatormodel playsound ("elevator");
   elevatormodel movez (height, speed);
   elevatormodel waittill ("movedone");
   level.elevatorDown = false;
  }
  else
  {
   elevatormodel playsound ("elevator");
   elevatormodel movez (height - (height * 2), speed);
   elevatormodel waittill ("movedone");
   level.elevatorDown = true;
  }
  level.elevatorMoving = false;
}

Complex Elevator

By MB


This elevator has doors on top floor and bottom floor to keep people out of elevator shaft. it also has doors that for the elevator to keep those who are inside...inside!!! this is more like a hotel elevator.

top left door = topleftdoor
top right door= toprightdoor
bottom left door= bottomleftdoor
bottom right door = bottomrightdoor
left inner door= leftindoor
right inner door=rightindoor

use-touch trigger (4) = ups make your elevator...select all the brushes for it and make script - brushmodel. targetname - elevator

main()
{
  level.elevDown=true;
  level.elevMove=false;
  switchTOP=getentarray("ups","targetname");
  for(i=0; i<switchTOP.size; i++)
   switchTOP[i] thread elev_think();
}

elev_think()
{
  IdoorLEFT=getent("leftindoor", "targetname");
  IdoorRIGHT=getent("rightindoor", "targetname");
  OdoorTL=getent("topleftdoor", "targetname");
  OdoorTR=getent("toprightdoor", "targetname");
  OdoorBL=getent("bottomleftdoor", "targetname");
  OdoorBR=getent("bottomrightdoor", "targetname");
  thread door_open(IdoorLEFT, IdoorRIGHT, OdoorBL, OdoorBR);
  while(1)
  {
   self waittill ("trigger");
   if(level.elevMove==false)
    {
     level.elevMove=true;
     thread elev_move();
    }
  }
}

elev_move()
{
  etime=5;
  zdirec="z";
  zdist1=440;
  zdist2=-440;
  IdoorLEFT=getent("leftindoor", "targetname");
  IdoorRIGHT=getent("rightindoor", "targetname");
  OdoorTL=getent("topleftdoor", "targetname");
  OdoorTR=getent("toprightdoor", "targetname");
  OdoorBL=getent("bottomleftdoor", "targetname");
  OdoorBR=getent("bottomrightdoor", "targetname");
  Elevator=getent("elevator", "targetname");
  if(level.elevDown==true)
   {
    door_close(IdoorLEFT, IdoorRIGHT, OdoorBL, OdoorBR);
    wait(.1);
    Elevator thread move_func(zdist1, etime, zdirec);
    IdoorLEFT thread move_func(zdist1, etime, zdirec);
    IdoorRIGHT thread move_func(zdist1, etime, zdirec);
    Elevator waittill ("movedone");
    door_open(IdoorLEFT, IdoorRIGHT, OdoorTL, OdoorTR);
    level.elevDown=false;
    level.elevMove=false;
   }
  else
  {
   door_close(IdoorLEFT, IdoorRIGHT, OdoorTL, OdoorTR);
   wait(.1);
   Elevator thread move_func(zdist2, etime, zdirec);
   IdoorLEFT thread move_func(zdist2, etime, zdirec);
   IdoorRIGHT thread move_func(zdist2, etime, zdirec);
   Elevator waittill ("movedone");
   door_open(IdoorLEFT, IdoorRIGHT, OdoorBL, OdoorBR);
   level.elevDown=true;
   level.elevMove=false;
  }
  wait(.1);
}

door_close(leftIN, rightIN, leftOUT, rightOUT)
{
  LDclose=41;
  RDclose=-41;	
  ydirec="x";
  dtime=1.1;
  leftIN thread move_func(LDclose,dtime, ydirec);
  rightIN thread move_func(RDclose,dtime, ydirec);
  wait(1);
  leftOUT thread move_func(LDclose,dtime, ydirec);
  rightOUT thread move_func(RDclose,dtime, ydirec);
  wait(1);
 }

door_open(leftyIN, rightyIN, leftyOUT, rightyOUT)
{
  LDopen=-41;
  RDopen=41;
  ydirec="x";
  dtime=1.1;
  leftyOUT thread move_func(LDopen,dtime, ydirec);
  rightyOUT thread move_func(RDopen,dtime, ydirec);
  wait(1);
  leftyIN thread move_func(LDopen,dtime, ydirec);
  rightyIN thread move_func(RDopen,dtime, ydirec);
 }

move_func(dist,time,direc)
{
  if(direc=="z")
  self movez (dist, time, (time/2), (time/2));
  if(direc=="x")
   self movex (dist, time, (time/2), (time/2));
   self waittill ("movedone");
}