Elevators
Prerequisites
Create the mover brush
- Create a brush, or collection of brushes, that forms your elevator.
- Create a slection box with the
Cube button.
- Ensure that the selection box encompasses the elevator geometry.
- Click
Intersect.
- Right click the
Mover button and select ElevatorMover.
- You can now move the selection brush out of the way and delete the original brushes.
Set up the keyframes
- Right click the mover brush and select
Movers > Key 1.
- Rotate/move the door into the desired rotation/position.
- Right click the mover brush again and select
Movers > Key 0 (Base).
Set up the elevator properties
- Open the properties for the mover brush, either by double clicking, pressing F4, or by right clicking and selecting
Properties.
- Navigate to the sounds you want the elevator to make in the
Sound Browser under the MoverSFX. You can double click sounds to preview them.
- Expand the
MoverSounds section under the mover brush properties.
- Select the opening sound you want in the browser and click
Use next to the appropriate field in the mover brush properties.
- If your elevator moves between light and dark areas, you might want to switch on the
Mover > bDynamicLightMover field.
- Set the
Events > Tag to MyElevator.
Set up sequence triggers
- Add a
Triggers > Trigger > SequenceTrigger to your map.
- Open its properties and set
Events > Event to MyElevator.
- Set
Events > Tag to MyElevatorDown.
- Set
SequenceTrigger > SeqNum to 0. This refers to the Key 0 (Base) of the mover brush.
- Repeat 1-4, with
MyElevatorUp and SeqNum set to 1.
- Add a
Decoration > DeusExDecoration > Button1 and place it somewhere on the mover brush.
- Open its properties and set
Button1 > ButtonType to whatever is appropriate in your situation.
- Set
DeusExDecoration > moverTag to MyElevator, so it will follow the mover brush.
- Set
Events > Event to MyElevatorUp.
- Repeat 1-4, but using
MyElevatorDown.