Elevators

Prerequisites

Create the mover brush

  1. Create a brush, or collection of brushes, that forms your elevator.
  2. Create a slection box with the Cube button.
  3. Ensure that the selection box encompasses the elevator geometry.
  4. Click Intersect.
  5. Right click the Mover button and select ElevatorMover.
  6. You can now move the selection brush out of the way and delete the original brushes.

Set up the keyframes

  1. Right click the mover brush and select Movers > Key 1.
  2. Rotate/move the door into the desired rotation/position.
  3. Right click the mover brush again and select Movers > Key 0 (Base).

Set up the elevator properties

  1. Open the properties for the mover brush, either by double clicking, pressing F4, or by right clicking and selecting Properties.
  2. 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.
  3. Expand the MoverSounds section under the mover brush properties.
  4. Select the opening sound you want in the browser and click Use next to the appropriate field in the mover brush properties.
  5. If your elevator moves between light and dark areas, you might want to switch on the Mover > bDynamicLightMover field.
  6. Set the Events > Tag to MyElevator.

Set up sequence triggers

  1. Add a Triggers > Trigger > SequenceTrigger to your map.
  2. Open its properties and set Events > Event to MyElevator.
  3. Set Events > Tag to MyElevatorDown.
  4. Set SequenceTrigger > SeqNum to 0. This refers to the Key 0 (Base) of the mover brush.
  5. Repeat 1-4, with MyElevatorUp and SeqNum set to 1.

Set up buttons

  1. Add a Decoration > DeusExDecoration > Button1 and place it somewhere on the mover brush.
  2. Open its properties and set Button1 > ButtonType to whatever is appropriate in your situation.
  3. Set DeusExDecoration > moverTag to MyElevator, so it will follow the mover brush.
  4. Set Events > Event to MyElevatorUp.
  5. Repeat 1-4, but using MyElevatorDown.