advanced_entities_explanation
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| advanced_entities_explanation [2026/04/06 21:40] – frank_lee_smith | advanced_entities_explanation [2026/04/06 23:28] (current) – frank_lee_smith | ||
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| - | ================Doors and Elvators================ | + | ================Doors and Elevators================ |
| This page will go over rotating doors, sliding doors, and elevators for your TTT map. | This page will go over rotating doors, sliding doors, and elevators for your TTT map. | ||
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| To implement, create a new empty in the outliner and add the Linear Mover component. The model for your door will also need to be added to this gameobject via the Model Renderer component. The pivot does not matter for this type of door. | To implement, create a new empty in the outliner and add the Linear Mover component. The model for your door will also need to be added to this gameobject via the Model Renderer component. The pivot does not matter for this type of door. | ||
| - | {{: | + | The **Move Delta** variable determines how far the door moves when activated |
| {{: | {{: | ||
| + | |||
| + | ======Elevator====== | ||
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| + | An elevator needs multiple gameobjects to function. | ||
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| + | Currently, support is in for two stop elevators only. | ||
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| + | ====Path Track==== | ||
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| + | The first thing you will need is a **Path Track**. Create an empty gameobject and add the **Path Track** component. This can be placed anywhere, but you need to give it a unique name. | ||
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| + | {{:: | ||
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| + | ====Path Mover==== | ||
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| + | This will be the elevator itself. Create an empty gameobject and add a **Path Mover** component. Give the gameobject itself a unique name. | ||
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| + | {{:: | ||
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| + | Add a **Model Renderer** for the elevator model on this object. Make sure your elevator model has collisions. | ||
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| + | The **Track Name** property MUST be filled with the same unique name the **Path Track** was given. | ||
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| + | {{:: | ||
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| + | ====Path Point==== | ||
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| + | You will need to create two separate gameobjects and add a **Path Point** to each. | ||
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| + | {{:: | ||
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| + | Name them Point 1 and Point 2 in the **Point name** variable in the object properties. | ||
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| + | {{:: | ||
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| + | Point 1 will need to have the same position/ | ||
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| + | ====Buttons==== | ||
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| + | Your elevator will need a button for each position of the elevator. Start by creating each of your buttons by creating a new empty gameobject and adding a **TTT Button Component** | ||
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| + | {{:: | ||
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| + | Add a **Model Renderer** with the model your button will be using. Make sure your model has collisions. | ||
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| + | To hook your buttons into the elevator find the **Objects** section in the object properties and add an //Targets On Activated// item. | ||
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| + | {{:: | ||
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| + | In the popup, you need to set the name to the unique name of the gameobject you made for the elevator itself. | ||
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| + | Set the input to " | ||
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| + | The Payload will need to be set to the point that the elevator goes to when pressed while the elevator is at the button' | ||
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| + | {{:: | ||
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| + | If all of this is set up properly your elevator will be functional with two buttons and two back and forth stops. | ||
advanced_entities_explanation.1775511640.txt.gz · Last modified: 2026/04/06 21:40 by frank_lee_smith