Posted: Mon Sep 17, 2007 5:57 am
did you get the rf062 demo with the elevator? That is from a very old version of RF. I believe it is available for the old versions section, or just extract the html explanation file to a folder and open it in a browser. It has explanations of everything, including how to set up the triggers and logic gates for a two way elevator:
Here is the text:
Here is the text:
But the picture which goes with it is good. it shows the entity property windows.Two-Way Elevators
Used in: Elevator.3dt
What happens: You step on the elevator, collide with the button, you go up a floor and stop. Collide with the top button, you go down again. The button triggers are set to 'shoot only', try shooting them, what the heck.
The elevator uses a Logic Gate of Type 3 'OR', plus 2 events inserted into the elevator models' animation,
's (for sound) electrobeep.wav'. Strangely, the sound never beeps. You can step through the model animation to see where to put the events so they'll 'Run to Next Event' as the Moving Platform Entity says.
The LogicGate002's szentityname is elevor, forget why, but you enter 'elevor' in the TriggerName of the moving platform002.
Set MovingPlatform002 "NoCollide" to "True" so you'll have to use the buttons to operate it.
Then make a couple of Triggers, give them szentitynames of 'elevtrigbottom1' and 'elevtrigtop1', then enter these names in the LogicGate002's TriggerNames area.
For the horizontal moving platform example, grab the rocket launcher and the ammo, jump on the big brush, shoot the little brush. When you get to the 1/2 way point, shoot the return trigger. There's also a Screen Shake trigger near the Ernies. Somehow this gets triggered when the level starts.