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Old 01-27-2005, 02:08 AM   #1
duckduck
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Default Elevator Tutorial

Elevator
--------------------------------------------------------------------------------
Since I'm not very good at explaining things, I have created a sample map if I don't make any sense.
-First off, let's make a cliff raised up twice. Make it big enough to fit a few units.

-Next, place the elevator so that it is right next to the cliff without being raised.
Click image for larger version

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-What we need now are elevator walls. Elevator walls are on the Bridges/Ramps section of the doodads. Place two horizontily, one under and one above and place two veritcally, one to the right and one to the left. If you press 'P', you will be able to see the elevator walls.

-Now we have to move the elevator walls right onto the elevator, half on and half off. Click an elevator wall, and hold the Ctrl button. Using the numpad move it onto the elevator half on and half off the elevator (8=Up, 4=Left, 6=Right, 2=Down). Do it for all four elevator walls.
Click image for larger version

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-Now that we did that, we need to place a region. Make a region that is smaller than the elevator. If we make it the same size, the unit may be able to walk off and the elevator will just move leaving the unit behind.
Click image for larger version

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ID:	8089

-Now we need to make the triggers. We need only three triggers. There is one action that needs to be done, but it can be done in another trigger, so technically it's only two triggers. One trigger has to be Initially off.

-Trigger One
Trigger:
Collapse Events:
Unit - Unit enters elevator <gen>
Collapse Conditions:
(You may add if necessary)
Collapse Actions:
Trigger - Turn off (This Trigger)
Destructable - Close All Walls of Elevator (2) 0000 <gen>
Destructable - Set height of Elevator (2) 0000 <gen> to 3 *
Wait 2.00 seconds
Destructable - Open North Wall** of Elevator (2) 0000 <gen>
Trigger - Turn on (Trigger Two)

-Trigger Two
Trigger:
Collapse Events:
Unit - Unit enters elevator <gen>
Collapse Conditions:
(You may add if necessary)
Collapse Actions:
Trigger - Turn off (This Trigger)
Destructable - Close All Walls of Elevator (2) 0000 <gen>
Destructable - Set height of Elevator (2) 0000 <gen> to 1 *
Wait 2.00 seconds
Destructable - Open All Walls** of Elevator (2) 0000 <gen>
Destructable - Close North Wall** of Elevator (2) 0000 <gen>
Trigger - Turn on (Trigger Two)

-In another trigger, you need the action
Trigger:
Destructable - Open All Walls** of Elevator (2) 0000 <gen>
Destructable - Close North Wall** of Elevator (2) 0000 <gen>

* - You can change this value to anything you want. Note: Cliff raised once you will need to set the height to 2. Cliff raised twice you will need to set the height to 3. And so on.
** - The wall that you open/close can depend on where the elevator is going to bring the unit too. In my example, it will either bring the unit northward or southward.
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Last edited by Vexorian : 06-22-2006 at 03:52 AM. Reason: trigger tags and makign it host the images here
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Old 02-10-2005, 04:38 PM   #2
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This tutorial really helped me, thanks alot!.
Im giving you some reputation.
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Old 12-31-2005, 06:26 AM   #3
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This is for Frozen throne isnt it... i cant be bothered going out and getting frozen throne... plus i cant be bothered getting the money for it either....
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Old 01-22-2006, 12:12 PM   #4
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One problem i worked real hard to solve was walking from one elevator to another in the air. The units tend to walk in some kind of trench between them, no matter what size you choose. This is because the sides of the elevator model is slightly rounded; i got a edited version that is totally flat and allows units to move from it to another. Just PM if you need it.
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Old 07-16-2006, 04:36 AM   #5
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hey um it wont let me place my walls close enough to the elevator and im temorarily on a laptop with no keypad help me plz
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Old 08-07-2006, 03:09 PM   #6
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Very nice tutorial. SImple, clear, perfect
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Old 08-13-2006, 09:19 AM   #7
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good tutorial! i recommend adding the condition
Code:
((Triggering unit) is A flying unit) Not equal to True
though

EDIT: another useful thing i just found out: if u set the pathing of the elevator walls to "NONE" then u can place them where u want them to even if its actually not allowed (blocked by pathing blockers etc.). after placing them u can simply reset the pathing and the elevator walls will remain where you placed them.

Last edited by Laosh'Ra : 08-13-2006 at 09:49 AM.
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Old 08-29-2007, 12:31 PM   #8
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i need help on this...

whenever i try to move my unit from the elevator over to a cliff, my character just gets stuck inbetween the cliff and elevator


and also how do i turn on

Trigger - Turn on (Trigger Two)?
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