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 Lifts - Yes thats right Update 1.10 Final. 
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Joined: Tue Apr 06, 2010 4:33 pm
Posts: 276
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Post Re: Lifts - Yes thats right
>come back to see how forum is doing
>see first topic
>see first word in topic name
>"lifts"
I have tried so many freaking times to make this without it being choppy. There was just no way. This guy is a masterpiece. *bows down to creator*


Thu Feb 03, 2011 7:23 pm
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Joined: Thu Dec 16, 2010 11:06 pm
Posts: 276
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Post Re: Lifts - Yes thats right
>on DRF
>attempting to yellowtext
Hurrrrr.
But, even to repeat myself, these lifts are great. I use them for transporting weapons between levels too. They're extremely convenient.


Thu Feb 03, 2011 7:44 pm
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Joined: Sun Jan 09, 2011 9:26 am
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Location: Finland lol
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Post Re: Lifts - Yes thats right
Nice job dude thats a good idea :grin:


Thu Feb 03, 2011 9:00 pm
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Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
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Post Re: Lifts - Yes thats right
Nicely done, exactly what I had in mind for making a proper closed lift. In concept, anyway.

Some suggestions for improvement:
--Extend the floor and roof at both exits to reach out to the edge, this way it will be easier to work with while building bunkers
--Close the doors when moving downward
--Set the AI mode to stay, so the doors will stay open if you open them and then switch to another actor
--It's more of a Bunker System than a Bunker Bit
--Make the engine thing at the top an actor, or at least give it a proper BG
--Give it dummy rocket gibs instead of crate gibs

Some more suggestions for expansion:
--Along with making the top engine thing an actor, make it so when this actor dies, the lift's doors open and it falls to the bottom. If it gets to the bottom going too fast, the lift gibs and the occupant is subjected to both the impact and the lift gibs, and he probably dies. If it's not too fast, the occupant just gets out at the bottom.
--Rightward facing top and bottom pieces, interchangeable with tops and bottoms facing the other way
--Midpoint pieces, so the elevator will work for as many levels as you want
--Pieces that let you out on either side. The top and middle pieces could have a little door to cover the hole

I know that's a long list, but you're off to a great start on it, and it's already leaps and bounds beyond my awful old elevator.


Thu Feb 03, 2011 9:44 pm
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Joined: Fri May 28, 2010 2:54 am
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Location: U.S.A.
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Post Re: Lifts - Yes thats right
Finally a solution for actors that are too obese with equipment to climb ladders or stairs to find a path up or down in the base. I wonder if someone will actually try to make an elevator that actors actually stand in...

Great job! You should do varying lengths if you update this.


Thu Feb 03, 2011 10:05 pm
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Joined: Sat Jan 22, 2011 3:42 pm
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Location: A War-zone in Earth
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Post Re: Lifts - Yes thats right
So its basically a elevator. Its a good mod and its original.


Thu Feb 03, 2011 10:31 pm
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Joined: Mon Oct 06, 2008 2:04 am
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Post Re: Lifts - Yes thats right
Basically what Azukki said.

Modular custom height options would be beyond cool.
If you need better sprites for anything just throw me a PM and I could bang something out I'm sure.


Fri Feb 04, 2011 1:47 am
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Joined: Fri Dec 22, 2006 4:20 am
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Location: Good news everyone!
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Post Re: Lifts - Yes thats right
This isn't really that innovative.
However, the movement of the lift seems nice.


Fri Feb 04, 2011 3:44 am
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Post Re: Lifts - Yes thats right Update 1.0
We Are Now at Update 1.0 But i'm working on the next Spirte update because well to be shorted it needs it.


Fri Feb 04, 2011 3:57 pm
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Joined: Fri Dec 18, 2009 11:00 pm
Posts: 167
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Post Re: Lifts - Yes thats right Update 1.0
New version includes;

- Auto opens when actor walks up to craft
- New bunker modules
- New backgrounds for modules


The next version will have three AI modes and sounds - once sims finishes the new sprites.

AIMode stay - normal

AIMode return - if empty will automatically return to the top of the shaft

AIMode Deliver - Automatically opens door when actor walk up to lift and returns to top when empty

But is there anyway to detect if the door are open or not? so as to close them when going down?


Fri Feb 04, 2011 7:31 pm
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Joined: Thu May 15, 2008 11:40 am
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Location: In heaven, everything is fine.
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Post Re: Lifts - Yes thats right Update 1.0
Attachment:
Factory.png
Factory.png [ 149.18 KiB | Viewed 6779 times ]

This is a test run for my factory :D
With the elevator and cavecricket's cloning machine, I can now send the products up and down my base with extreme efficiency. Hell, finally have a way to get those Dreadnoughts and Revenants around the base quickly.

A problem would be I still can't place the elevator modules underground without getting clogged by dirt, albeit the BGs.


Sat Feb 05, 2011 3:35 am
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Post Re: Lifts - Yes thats right Update 1.5 With Sounds.
There has been sound added now and in 1.10 the sprites will be updated.


Sat Feb 05, 2011 3:54 am
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Joined: Sat Jul 25, 2009 4:24 am
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Location: Somewhere in Ohio
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Post Re: Lifts - Yes thats right Update 1.5 With Sounds.
One question: Can the cord on the elevator be cut?


Sat Feb 05, 2011 2:52 pm
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Joined: Fri Jul 30, 2010 12:11 am
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Post Re: Lifts - Yes thats right Update 1.5 With Sounds.
if an ermengency thing happend and u dont have time to get down u shoud press a ermengency bottun than cut the rope and get the lift down FAST.that will be cool 8)
and no the lift rope can't be cuted exept with some lua magic of coruse


Sat Feb 05, 2011 10:00 pm
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Joined: Mon Jun 28, 2010 3:54 am
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Post Re: Lifts - Yes thats right Update 1.5 With Sounds.
walid0303 wrote:
if an ermengency thing happend and u dont have time to get down u shoud press a ermengency bottun than cut the rope and get the lift down FAST.that will be cool 8)
and no the lift rope can't be cuted exept with some lua magic of coruse

Sparkle magic can't do that,i'm fairly sure only if the rope was an actor,wich would lag horribly and kill lots of other actors


Sat Feb 05, 2011 11:44 pm
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