# How do I implement this elevator?

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### » Tue May 19, 2015 10:52 am

I'm trying to create an elevator for a physics based 'ball-roll' game (the idea being the ball rolls by itself with the player only interacting with the obstacles). The problem I'm having is efficiently and effectively implementing an 'elevator'. The one I've made so far uses a physics impulse to move the platform itself upwards, like all other obstacles in the game.

The problems I'm having are:
1) A script has been set to apply 0.03 impulse to the ball when it collides with the elevator, but this seems to randomly happen. The same happens with the blue 'movePltfrm'.
2) I can't find an efficient way of stopping the elevator when it hits a marker but not collide with the ball.

I'm still fairly new to the engine, so I'm eager to learn what would be the most efficient ways of implementing an elevator like this, as well as any other input on the game so far as a whole. All help is greatly appreciated!

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### » Tue May 19, 2015 11:10 am

I'm not sure what you are trying with the collision-impulse, but adding a condition elevator compare Y > 250 to the yellow button pushed event seems to work for question 2..
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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### » Tue May 19, 2015 12:40 pm

LittleStain wrote:I'm not sure what you are trying with the collision-impulse, but adding a condition elevator compare Y > 250 to the yellow button pushed event seems to work for question 2..

Thanks. The input technically works, but the elevator loses function instead of stops dead. What would you suggest to stop the elevator at the peak? I can't think of a way to make it stop completely.
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### » Tue May 19, 2015 12:57 pm

you could set the elevator immovable..
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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