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Problem: how to remove/add a rope/chain on an elevator - new entity required (func_add)!


Bikerdude

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So we have a situation where we have some chains/ropes attached to the top of a moving elevator, and is there is a room above the elevator. How do we remove/add the chain/ropes so they done poke into the aforementioned room when the elevator is at its highest position. So one rough idea was -

  • make the chain/rope in multiple parts, so we only have to remove the upper most part that pokes into the room.
  • target said parts with a "func_remove" from the "atdm:mover_multistate_position" to remove the 'chain parts' when the elevator is at it high position

The issue with the above proposal is we don't have a func_add entity, which I could use to put the 'chain parts' back.

 

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Could use a nodraw skin to make it invisible & nonsolid when that's needed.

 

To trigger the skin change you could set up a trigger response on the rope via S/R to change the skin, then trigger via the multistate_position entity. The buttons to the lower floors could have a frob response to change the rope's skin back to visible again.

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Sure, using S/R is usually not as complex as the A-Z makes it seem, which teaches a more unusual usage case than what you normally need.

 

Here's a test map, stepping onto the platform's trigger gives the lantern a lit skin, frobbing the crate gives it an unlit skin.

 

For recreating the crate setup (takes 10s when you've done it a few times):

1) Make the crate frobable 1, note down the name of the lantern and its skins.

2) With the crate selected open the S/R interface and go to the Response tab

3) Use the bottom left to add a response towards frobbing

4) Right-click in the right table to add a new effect, then right-click edit that effect. Choose 'set skin', type in the lantern's and skin's name.

 

For the trigger response setup it's virtually the same, just that the S/R gets edited on the lamp itself because this is the entity that receives the trigger in this setup.

sr.map.txt

Edited by Dragofer
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I've done something very similar to this. In my setup, the chain links are pretty big so it might not work for what you are doing.

 

There is a minor bug in the map where the chain links start visible when they shouldn't be. You just need to activate the elevator once and they will start disappearing correctly.

https://www.dropbox.com/s/4tdow3san4v4cob/elevator_test.map?dl=0

Edited by kingsal
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