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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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Lifts - Yes thats right Update 1.10 Final.
Please Note that this is the final update in our cutting edge technology. Controls: * Left and right to change lift speed, Left to decrease speed and Right to increase. * Up and down control lift position. * AI controls; Stay - Normal mode Return - Returns to the top of the shaft when empty Deliver - Automatically opens door when approached, returns to top when empty and stops if it finds some waiting for lift on its way back up. Anyway lifts are now in Cortex Command. viewtopic.php?p=400026#p400026theres also a link to the Rar here this is now the thread of Lifts. Please post all Spirte updates on this thread and if your going to mod the code contact None First... Team Work. Spirtes by Sims_Doc Scripts By None Thank god. Attachment:
File comment: Final Update 1.10
Lift Final.rar [529.08 KiB]
Downloaded 3056 times
Attachment:
File comment: Old Update 1.5
Lift.rte 002.rar [470.91 KiB]
Downloaded 611 times
Attachment:
File comment: Old Beta 1.0
Lift.rte 001.rar [176.7 KiB]
Downloaded 552 times
Attachment:
File comment: Old Beta 0.50
Lift.rte.rar [61.44 KiB]
Downloaded 558 times
Last edited by Sims_Doc on Mon Feb 07, 2011 2:49 pm, edited 6 times in total.
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Thu Feb 03, 2011 9:20 am |
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LostFlip
Joined: Sun Jan 30, 2011 6:09 am Posts: 19
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Re: Lifts - Yes thats right
I wish you included pics in the OP. the title is kind of interesting
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Thu Feb 03, 2011 9:24 am |
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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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Re: Lifts - Yes thats right
And here are your pictures untill someone uploads a gif image of ingame play.
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Thu Feb 03, 2011 10:12 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Lifts - Yes thats right
One word: I AM STUNNED. Was that...? Never mind.
The thing is, this is great. I am surprised how smoothly this works. All the lifts we saw back in B23 (or earlier) are flimsy stuff with place-holder sprites.
This one works great, albeit the manual operation.
Would like to see: 1. An auto operation model. 2. A to-the-left version, or make it modular to fit with bunker tiles. 3. One made of the green crate. 4. Make it snap better with vanilla tiles and have some BG.
Still, this adds so much possibilities to my bunker.
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Thu Feb 03, 2011 10:47 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Lifts - Yes thats right
Might wanna have a download in the OP
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Thu Feb 03, 2011 12:23 pm |
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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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Re: Lifts - Yes thats right
Anyway i need some help with theses sprites.
Personaly i think they look right but then again.
Attachments:
File comment: And there we go.
Lift 001.bmp [ 338.68 KiB | Viewed 28323 times ]
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Thu Feb 03, 2011 1:53 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Lifts - Yes thats right
The orange there doesn't quite fit, might wanna change it to a gray continious stripe instead.
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Thu Feb 03, 2011 1:54 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Lifts - Yes thats right
Lizard wrote: The orange there doesn't quite fit, might wanna change it to a gray continious stripe instead. Seems okay if it's a Dummy Box, but I agree with this if the elevator is anything else.
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Thu Feb 03, 2011 1:56 pm |
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thesoupiest
Joined: Thu Dec 16, 2010 11:06 pm Posts: 276
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Re: Lifts - Yes thats right
Absolutely excellent. I'm installing one of these in all of my future bunkers.
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Thu Feb 03, 2011 3:46 pm |
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none
Joined: Fri Dec 18, 2009 11:00 pm Posts: 167
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Re: Lifts - Yes thats right
Now it automatically opens the doors when an actor walks up to it, automating the transfer, you still have to press up or down and click to eject, so you can select different floors or just stop in the middle and hide.
I have PM'ed the file to sims to upload.
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Thu Feb 03, 2011 5:20 pm |
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Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
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Re: Lifts - Yes thats right
Very nice. It fits with the dummy theme nicely and functions excellently. The new sprites you are working on, but that are not in the download yet, are looking good. A couple of additions that would be nice, T-junctions (top, bottom, left right) and a four way hub. Coincidentally I had been already working on a lift similar to this, but without the awesome sprites, and an AIMode controlled lift descent rather than this manual one. In anycase, have a gif
Attachments:
File comment: Lift, animated!
lift.gif [625.04 KiB]
Not downloaded yet
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Thu Feb 03, 2011 5:46 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Lifts - Yes thats right
Didn't Azukki do this ages ago?
The elevator box itself should be as large as the hallway, and the elevator's drive motor should be housed above the shaft, not inside it. I also agree those ugly orange things don't need to be there.
If you want the shaft to fit the elevator just right, then edit the size of the actual shaft, or widen the elevator itself, but there's no reason to paste ugly orange pads in there.
Also, no point in having a door on both sides unless you add an exit to the other side. Functionality for custom bunker levels to be placed on either side would also be something to look at, and would require scripting to work nicely I assume.
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Thu Feb 03, 2011 6:47 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Lifts - Yes thats right
There IS that already, hence the two doors. Doors don't work when against terrain, remember?
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Thu Feb 03, 2011 7:05 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Lifts - Yes thats right
I guess it's just a nitpick then, as it sucks to see the door animation open to a wall.
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Thu Feb 03, 2011 7:07 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Lifts - Yes thats right
Yeah it's a nuisance.
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Thu Feb 03, 2011 7:17 pm |
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