1. #1

    Rising Elevator Idea

    Hey all,

    I've had his idea but am not skilled enough (patient enough?) to properly implement it. I have tried two separate ideas for it.

    1) I created the 'elevator' using two sets of 'guides' which was plywood with about a 4" gap between them; one above the other. this was used to guide a 'plank rope' I had made.

    The rope was draped around a tire with physics that was held in the air. The back end of the plank was then connected back to the elevator, with the last plank 'glued' to the rear top of the elevator.

    The idea was that when I got into the elevator, I would hit the gas, causing the 'rope' planks under me to be pushed behind me due to the friction of my tires. This would tighten the rope, pulling on the plank that was attached to the elevator, and thus pulling it up.

    I almost got this figured out but hit the object limit and couldn't test it.


    Second idea

    Similar to the first, but with two tires on an axle. You spin on one tire, which turns the axle that spins the second tire.

    The second tire is attached to a plank rope that is anchored at the top of the elevator shaft. when you gas on the tire, the rope ravels around the second one, pulling you upwards.

    When I turned the physics on on the second one, it basically just exploded.


    Anyone got either of these working yet? I've heard an anchor weight works well but have not yet tested it.
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  2. #2
    RedLynxANBA's Avatar Trials Developer
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    Re: Rising Elevator Idea

    Made own elevator. Included the images so thats maybe easier to see how i made that and hope it helps.

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  3. #3

    Re: Rising Elevator Idea

    Nice idea. Looks pretty cool ANBA!
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  4. #4

    Re: Rising Elevator Idea

    I guess that answers the elevator mystery.
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  5. #5

    Re: Rising Elevator Idea

    That's pretty awesome ANBA.

    I was looking for something that didn't exactly use counterweights only though. Something more active rather than passive.

    Is it possible to use the engine as a sort of 'gear' that will activate the elevator like I (tried) to explain in the first post? I think that would be awesome.
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  6. #6
    RedLynxANBA's Avatar Trials Developer
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    Re: Rising Elevator Idea

    i quess it maybe possible. Have to try that later.

    About activating. Most easiest to do is use trigger's but thats bit dull and too easy
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  7. #7

    Re: Rising Elevator Idea

    Here is the swing lift I made for the editor trailer. It's a simple counter weight swing where a trigger changes the other cart and the counter weigth as physical when player enters the cart. Free rotation hinges on each cart and on the pivot of the swing arm. Works pretty well and is relatively stable.



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  8. #8

    Re: Rising Elevator Idea

    thats pretty nifty
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  9. #9

    Re: Rising Elevator Idea

    using the counterweight system I created the rising elevator in this level, so it works! yt/watch?v=hi5EQ_743VQ
    replace youtube for the yt would not let me post a link
    check it out and gimme feedback
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  10. #10

    Re: Rising Elevator Idea

    I tried to make a similar counter-weight elevator as the first one you posted ANBA, and the physics were insanely unstable and it just pretty much broke apart haha.

    Takes a bit more thought on the counter-weight than I expected.

    It's tough to make some of the cooler physics related ideas I have had, the object limit in a certain space gets me.

    I've been thinking of a lot of conveyer belt related stuff that is tough to implement.


    I like that lever idea. I tried to make a lever in my most recent track (unfinished - unreleased) that mimicked a marble-maze I had as a kid.

    The 'levers' are like this - /\/\/\/ each one is connected to the next with a limited hinge.

    The idea is that when you get to the top of the first plank, and it starts to 'tip' downward, the next plank 'tips' upwards since the ends are connected with the hinge.

    The entire lever bridge would then switch direction each time you climbed up a plank.

    It didn't work with the set-up I was working with so I scrapped it, but it would be a cool obstacle if implemented properly.
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