Project Zomboid

Project Zomboid

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Gun's Elevator mod
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File Size
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3.380 MB
Jan 20 @ 5:55pm
Aug 14 @ 6:28am
43 Change Notes ( view )

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Gun's Elevator mod

Description
Only works for Build 42

This mod makes elevators functional, with interiors and sounds.

Zombies, items, and objects can ride along as well

Sandbox options can be set to change the travel time between floors and various power options

-Bodies on the floor will not move in elevators this is being worked on. grappled bodies should be movable


How it works
  • Opening context on an elevator button will create an elevator in the room behind it, and set up any other rooms vertically.
  • Once built you should get an option to call or open the door in the button context.
  • If called the elevator will take anything on its floor and move it one floor at a time to you.
  • Inside the elevator will be a panel that will have context to select the floor, when a floor is selected you will be transported to every floor in between until your destination.
  • Context options for climbing and prying the doors will open anywhere inside the elevator

Usage Notes
  • The Top floor of the elevator needs power or the whole system will not work
  • If there is no power then the doors can by pried with an option in the context menu
  • The elevator has an emergency stop if you have the key, or sandbox option enabled for it
  • The "Interact" key and left clicking will do things like call the elevator and shut the doors and climb the ladder.
  • Movement keys will change your direction when climbing

Building
  • When placing a button the room that will be the shaft must be directly behind the wall the button is on
  • A minimum of 2 buttons must be placed directly vertical with the same x,y coordinates
  • The room must be enclosed by walls, limited to an 8x8 room, on each floor and the button within 2 tiles of 2 elevator doors

Important
  • If walls do not exist enclosing the elevator shaft when being created it will leak out and make floors outside of it part of the elevator. this is limited to a max of 8 squares from the panel creation point to not cause stack overflow
  • Once a floor is chosen the elevator will go until it reaches that floor, any context on the panel is disabled,other than the emergency stop, until then because choosing floors while moving can cause issues.
  • When reloading a game the elevator lights may turn off, opening context on the panel should fix this


Utility Functions
All with a wrench or screwdriver equipped
  • opening context on a button will give a reset option that will delete the elevator reverting it to default state, floors will not be replaced
  • opening context on or near the vanilla doors will give an option to place buttons this will place any buttons that were meant to spawn near these doors if i have them in the system


I spend countless hours working on mods. If you enjoy my mods, and are able to, please donat, contributions are greatly appreciated and sometimes may keep my lights on

Ko-Fi [ko-fi.com]


Check out my other mods

Beds have blankets, Functional Clotheslines , Gun's Posters


Workshop ID: 3411580812
Mod ID: Gelevator
Popular Discussions View All (4)
60
Aug 14 @ 2:23am
Suggestions/Bug Reports
gunslinger
3
Jul 19 @ 11:18am
building your own Elevator
Tag
5
Jan 27 @ 3:25pm
Current Issues i have found
Wesch
123 Comments
gunslinger  [author] Aug 9 @ 7:58pm 
that isn't a bad idea and it can definitely be done. Still need to rewrite large parts of this and also working on ui stuff, this will have to be something i do later
Sora Aug 9 @ 5:08pm 
Would it be possible to keep the hardcoded room detections and add a button to the admin UI (similiar to safehouse zone creation in 41) that lets admins define an elevator rooms?

E.g. draw a room, then specify its state (up, down, both) then detect placed elevator doors/buttons on each floor (til max height) in that defined location and register it as a floor to stop at?

A bit of work, but I think it might help with player created elevators..
abeletes Aug 9 @ 12:08am 
@gunslinger o yeah i recently discovered that i'm kinda stupid
thank you!
gunslinger  [author] Aug 8 @ 12:51pm 
@abeletes there is a time you can set in the sandbox settings
abeletes Aug 8 @ 7:30am 
hey, genuine question
i'm a masochist who plays with the real-time time passing in PZ, and it takes like a good few minutes for the elevator to arrive from the basement to the ground floor - is there a setting or something that i missed or is it possible for you to somewhat tweak it for real-time
Captain Aug 2 @ 10:24pm 
Thanks, luckily I know enough about how zomboid works to know how to reset the police station back to the way it was.
gunslinger  [author] Aug 2 @ 9:03pm 
This roomname is just one that passes for some reason while also not being that name when inspected directly. You must've found the last elevator i didn't know about while also being the strangest one. I'll get this fixed in a minute
Captain Aug 2 @ 8:42pm 
If your code checks all around, then nevermind what I said, I must have misinterpreted the description.
Captain Aug 2 @ 8:41pm 
I feel like you could do the check on the elevator door, but that would mean probably moving the interaction to the door, I dunno I'm not a coder. But yeah there is a police station in Irvington, it's right next to the storage units and the train tracks.
gunslinger  [author] Aug 2 @ 8:37pm 
besides that it needs to have some kind of room check else it doesn't know what room is the elevator. The devs decided that sometimes elevators are janitors closets or even "empty". i had to hard-code some locations to work i may need to do that here