t u t o r i a l s
quake2 - func_plat
Func_plat 
written by EutecTic

1. Introduction to Quake 2 platforms 
  
Platforms in Quake 2 work pretty much the same as in Quake 1 with a few minor distinctions. Let's first take a look at what is unchanged and clarify a few things at the same time: 

  • Platforms can only be made to go up. IOW, their normal idle position is the lowered position unless they are targeted (more on this later).
  • Plats must be drawn in the raised position in the map editor so the lighting can be calculated properly by the compiling utility (Qrad3).
  • BUT, a platform will initially be drawn in the lowered position in the game unless it is targeted.
Now, let's take a look at what has changed from Quake 1 to Quake 2 about platforms. Unfortunately, these differences are not really an improvement. IMO, it's quite the opposite, here's why: 
  • In Quake 1, when you wanted a plat to start in the raised position, you simply set the "Plat Low Trigger" spawnflag (who knows why they called it that?). Once the plat was touched or triggered and brought down the first time, it would thereafter function like a normal platform.
  • In Quake 2, if you want the platform to start in the raised position, you have to target it with a trigger, independently of the state of the "Plat Low Trigger" spawnflag. If you set the spawnflag without targeting the plat, nothing will happen and it will just behave as a normal plat. IOW, the spawnflag is useless by itself. This is the first setback compared to Quake 1.
  • For platforms in Quake 1, you had 2 choices of sounds or no sound at all if you wanted them to be silent.
  • In Quake 2, platforms not only don't have any choice of sounds, but you can't even make them silent either. This is what I call "major setback No. 2" in platforms. Funny, I somehow expected more from Quake 2 plats than Quake 1 plats, not less!... Oh well...
2. Ok, how do I make these work? Do I use height and lip? 

There are 2 basic ways to make and set platforms to operate exactly the way you want (that is within their basic limitations):

The first and most common way is to use the physical dimension of the brushes that are part of the platform to set it's up-down travel distance. In this particular case, the height key pair is not used but the lip key pair is and can be extremely useful. The basic setup formula in this case is as follows:

    (Total platform height - lip value) = platform travel distance 

    Total platform height:

    This is the overall height of all the brushes that are part of the func_plat entity when measured from the lowest point to the highest point. You're probably thinking: hey! This definition is overkill. I could have figured that out for myself long ago! All I have to do is add up all the individual heights of all the brushes that are part of my plat and I'm in business right?... Well, as long as none of your brushes overlap heightwise. Otherwise, you'll have to measure the distance from the highest to the lowest point.
    Lip value: 

    The height or amount by which your platform will be raised from the floor when it's in the lowered position.

Figure 1: First method of evaluating platform travel


The second and easiest, most predictable way to set your platforms is to use the height key pair. In this case, the physical dimensions of the brushes that are part of the platform have no importance and the lip key pair has no effect and needs not be used. The basic setup formula is as simple as it gets:
    height value = platform travel distance
I bet you're saying: what?... that's it?... Yep! That's it! That's all there is to it. Just make the platform and turn it into a func_plat. Measure the distance between the start and end position of the top of your platform and transfer that value straight to the height key pair and you're all set. It makes no difference what size or shape the brushes of your platform are or whether they overlap or not when using this method. The only restriction is that the plat has to be drawn in the raised position as always.

Figure 2: Second method of evaluating platform travel

So in conclusion, both methods work fine. Choosing which one to use at this point depends mainly on design particulars and personal taste.

You can also specify the speed, acceleration and deceleration of the platform. Speed, acceleration and decelaration are self explanatory.  If you want to have the platform triggered then just give it a targetname and target it with a trigger.  
 

I have put an example of func_plat in the example map. So if you are having any problems then be sure to check it out. Any other questions please post to the discussion board.  

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All content © 1998 by Shane 'Fishman' Sherman. This specific tutorial was written by EutecTic . Quake and Quake2 are trademarks of id software. All rights reserved.