- edited description
Elevators
Example Nova Orion Station (with example height values)
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3 floors
- 1st floor ( height 0 )
- 2nd floor ( height 10 )
- 3rd floor ( height 20 )
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all 3 floors share the same cell id (tube like covering all floors)
- elevators use the same cell for all floors except a different height value
- player will be “moved” vertically inside the same cell to a new height
- no use of ground floor … lowest floor is always 1 … above ones go +1 each
- going from 1st floor to 3rd floor will be like this => 1 to 2 , 2 to 3 and vice versa
- lowest floor cant have DOWN button
- highest floor cant have UP button
- floors between it will have UP and DOWN buttons
Function:
Player stands in 1st floor (first screenshot) in front of UP button. As soon as he presses the UP button it gets type of button (UP or DOWN), cell_id and building template the character is currently being in ( in this case “object/building/content/nova_orion_station/shared_chapter_8_space_station.iff” ).
System now checks for a match in column button / template and from_cell_id. if positive then use the new height value in column to_height.
to_cell_id is currently not being used since we use the same cell but in future we can/should be able to warp/teleport characters to different cells and positions. additional values for xyz will then be needed but we skip it for now
Button template:
- object/tangible/terminal/terminal_elevator_up.iff
- object/tangible/terminal/terminal_elevator_down.iff
Rule:
- range to button max 3m otherwise => too_far
Sound effect:
- clienteffect/elevator_rise.cef
- clienteffect/elevator_descend.cef
String:
- stf file => elevator_text
- highest_floor
- lowest_floor
Comments (3)
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reporter -
reporter - changed status to on hold
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reporter - changed milestone to Elevator
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