NinjaMicWZ
07-01-2009, 07:05 PM
Ok... I have this elevator in my new project. The elevator itself works perfectly and is set up as so -
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1st floor - a ceiling mounted call button that brings the elevator down, even if it's on the 2nd floor, by activating a paintball emitter that hits a 2 way switch to the left... this causes the elevator to go down.
2nd floor - a ceiling mounted call button that brings the elevator up, even if it's on the 1st floor. This button activates an invisible piston block that hits a button inside the elevator; the same one the player uses to activate the elevator's upward movement when inside the elevator.
Inside the elevator - on top of the elevator is the two way switch box, that is controlled by paintball emitters on both opposing sides.
A ceiling mounted button on the left side that initiates upward movement by activating the left paintball emitter.
A ceiling mounted button on the right side that initiates downward movement by activating an invisible piston block that triggers the 1st floor call button.
All the ceiling mounted buttons are activated using the paintinator.
the surroundings The elevator takes up the back two planes, and the areas you step out onto is comprised of the front-most plane.
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OK, now that you know what kind of set up the elevator is using, on to my problem;
When the player is on the second floor, inside the elevator, he can shoot the right side button to go down... BUT, when the elevator goes down, he automatically plane shifts onto the 2nd floor and it goes down without him. The elevator can always be called back by using the ceiling mounted call button, but none of this is any good if he can't stay on the elevator while it's going down.
There is a sliding door that opens on each floor, activated by a sensor switch, so the front plane is occupied, and I can't use a thin plane "guard rail" that blocks the player from falling out when on the button sides.
I thought about having a thin slice of gas emit in the front layer on the 2nd floor immediately when the player activates the "down" button, if it can even be wired that way... but that seems sloppy, risky, and bad for business if there is more than 1 player.
The things that initiate the elevator are all different settings, along with the mag keys that control lights and sounds... so deciding which of these to wire to a possible solution is escaping me at the moment. A bit brain dead after building this thing in the first place.
Any ideas from anyone who can actually understand all the stuff I just wrote lol?
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1st floor - a ceiling mounted call button that brings the elevator down, even if it's on the 2nd floor, by activating a paintball emitter that hits a 2 way switch to the left... this causes the elevator to go down.
2nd floor - a ceiling mounted call button that brings the elevator up, even if it's on the 1st floor. This button activates an invisible piston block that hits a button inside the elevator; the same one the player uses to activate the elevator's upward movement when inside the elevator.
Inside the elevator - on top of the elevator is the two way switch box, that is controlled by paintball emitters on both opposing sides.
A ceiling mounted button on the left side that initiates upward movement by activating the left paintball emitter.
A ceiling mounted button on the right side that initiates downward movement by activating an invisible piston block that triggers the 1st floor call button.
All the ceiling mounted buttons are activated using the paintinator.
the surroundings The elevator takes up the back two planes, and the areas you step out onto is comprised of the front-most plane.
-------
OK, now that you know what kind of set up the elevator is using, on to my problem;
When the player is on the second floor, inside the elevator, he can shoot the right side button to go down... BUT, when the elevator goes down, he automatically plane shifts onto the 2nd floor and it goes down without him. The elevator can always be called back by using the ceiling mounted call button, but none of this is any good if he can't stay on the elevator while it's going down.
There is a sliding door that opens on each floor, activated by a sensor switch, so the front plane is occupied, and I can't use a thin plane "guard rail" that blocks the player from falling out when on the button sides.
I thought about having a thin slice of gas emit in the front layer on the 2nd floor immediately when the player activates the "down" button, if it can even be wired that way... but that seems sloppy, risky, and bad for business if there is more than 1 player.
The things that initiate the elevator are all different settings, along with the mag keys that control lights and sounds... so deciding which of these to wire to a possible solution is escaping me at the moment. A bit brain dead after building this thing in the first place.
Any ideas from anyone who can actually understand all the stuff I just wrote lol?