doors_and_elevators
Differences
This shows you the differences between two versions of the page.
| doors_and_elevators [2026/04/06 23:29] – created frank_lee_smith | doors_and_elevators [2026/05/15 02:30] (current) – frank_lee_smith | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| - | ================Doors and Elevators================ | + | ================ Doors and Elevators ================ |
| - | This page will go over rotating doors, sliding doors, and elevators for your TTT map. | + | This page covers |
| - | ======Rotating Doors====== | + | TTT doors and movers are map logic components. They can be used directly by players, driven by buttons, or controlled through map IO inputs such as '' |
| - | A door that will need to rotate on a pivot to open. | + | |
| + | ====== Rotating Doors ====== | ||
| + | |||
| + | Use '' | ||
| {{: | {{: | ||
| + | ===== Basic Setup ===== | ||
| + | - Create a GameObject for the door. | ||
| + | - Add your door model with a '' | ||
| + | - Add '' | ||
| + | - Set '' | ||
| + | - Set '' | ||
| + | - Test the door in-game. | ||
| - | To implement, create a new empty in the outliner and add the **Rotating Door** component. The model for your door will also need to be added to this gameobject via the Model Renderer component. | + | {{:v0sqw0h.png? |
| - | **Note: The Pivot for the door model you use must have the pivot set to the side the door will rotate on** | + | ===== Pivot Setup ===== |
| - | {{:v0sqw0h.png? | + | If the model' |
| + | You can also edit the fallback '' | ||
| - | By default, the door will be set to a straight 90 degree pivot. This can be modified in the object properties or dragging the pivot gizmo. | + | ===== Useful Options ===== |
| - | ======Sliding Doors====== | + | ^ Option ^ What it does ^ |
| + | | '' | ||
| + | | '' | ||
| + | | '' | ||
| + | | '' | ||
| + | | '' | ||
| + | | '' | ||
| + | | '' | ||
| - | A door that will open and close by moving back and forth in one direction. | + | ====== Sliding Doors ====== |
| + | |||
| + | Use '' | ||
| {{: | {{: | ||
| - | 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. | + | ===== Basic Setup ===== |
| - | + | ||
| - | The **Move Delta** variable determines how far the door moves when activated | + | |
| + | - Create a GameObject for the moving object. | ||
| + | - Add a '' | ||
| + | - Add '' | ||
| + | - Set '' | ||
| + | - Set '' | ||
| {{: | {{: | ||
| - | ======Elevator====== | + | '' |
| - | An elevator needs multiple gameobjects to function. | + | ===== Useful Options ===== |
| - | Currently, support is in for two stop elevators only. | + | ^ Option ^ What it does ^ |
| + | | '' | ||
| + | | '' | ||
| + | | '' | ||
| + | | '' | ||
| + | | '' | ||
| + | | '' | ||
| - | ====Path | + | ====== Elevators and Path Movers ====== |
| - | The first thing you will need is a **Path Track**. Create an empty gameobject | + | Use '' |
| + | |||
| + | Path movers support two-stop elevators and multi-stop paths. | ||
| + | |||
| + | ===== Path Track ===== | ||
| + | |||
| + | Create an empty GameObject | ||
| {{:: | {{:: | ||
| - | ====Path Mover==== | + | Enable '' |
| - | This will be the elevator itself. Create an empty gameobject and add a **Path Mover** component. Give the gameobject itself a unique name. | + | ===== Path Points ===== |
| - | {{::tfs9034.png? | + | Create one GameObject for each stop and add '' |
| - | Add a **Model Renderer** for the elevator model on this object. Make sure your elevator model has collisions. | + | {{::xw2qvf1.png? |
| - | The **Track | + | Give each point a stable '' |
| - | {{::5hfqqwp.png? | + | For elevator-style call/ |
| - | ====Path | + | ===== Path Mover ===== |
| - | You will need to create two separate gameobjects | + | Create the moving platform object |
| - | {{::xw2qvf1.png? | + | {{::tfs9034.png? |
| - | Name them Point 1 and Point 2 in the **Point name** variable in the object properties. | + | Add your platform model with a '' |
| - | {{::1nnth0r.png? | + | Assign '' |
| - | Point 1 will need to have the same position/ | + | Useful |
| - | ====Buttons==== | + | ^ Option ^ What it does ^ |
| + | | '' | ||
| + | | '' | ||
| + | | '' | ||
| + | | '' | ||
| + | | '' | ||
| + | | '' | ||
| - | 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** | + | ===== Buttons ===== |
| - | {{::70hjqvn.png? | + | Create a button GameObject and add '' |
| - | Add a **Model Renderer** with the model your button will be using. Make sure your model has collisions. | + | {{::70hjqvn.png? |
| - | To hook your buttons into the elevator find the **Objects** section in the object properties and add an //Targets On Activated// item. | + | Add a '' |
| {{:: | {{:: | ||
| - | In the popup, you need to set the name to the unique name of the gameobject you made for the elevator itself. | + | For a button that always sends the platform |
| - | Set the input to " | + | <code text> |
| + | Input = GoTo | ||
| + | Payload = roof | ||
| + | </ | ||
| - | The Payload | + | For an elevator call/ |
| + | |||
| + | <code text> | ||
| + | Input = CallOrDepart | ||
| + | Payload | ||
| + | </ | ||
| + | |||
| + | On a two-point track, '' | ||
| {{:: | {{:: | ||
| - | If all of this is set up properly your elevator | + | ===== Common Inputs ===== |
| + | |||
| + | ^ Input ^ Typical use ^ | ||
| + | | '' | ||
| + | | '' | ||
| + | | '' | ||
| + | | '' | ||
| + | | '' | ||
| + | | '' | ||
| + | | '' | ||
| + | |||
| + | ===== Testing Checklist ===== | ||
| + | |||
| + | * Test every button that drives the door or elevator. | ||
| + | * Run at least one full round reset. | ||
| + | * Confirm doors and movers return to their intended starting state. | ||
| + | * Confirm locked objects can still be unlocked by the intended logic. | ||
doors_and_elevators.txt · Last modified: 2026/05/15 02:30 by frank_lee_smith