Project Zomboid

Project Zomboid

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Gun's Elevator mod
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3.051 MB
Jan 20 @ 5:55pm
Apr 9 @ 4:08am
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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

Notes
  • Power is required to be on the top floor of the elevator to work
  • An option to pry the doors has been added, should work with power being on or off
  • An emergency stop has been added, this requires that your character has the building key on them
  • Key inputs have been added for climbing the elevator shaft, the interact key will make you climb and stop climbing and the directional keys will change the direction.
  • Interact key on elevator hatch will climb into elevator
  • Left click will operate the doors and call the elevator
  • 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 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
  • Elevators with doors on multiple sides do not work atm. they will be added in the future.


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 consider donating, contributions are greatly appreciated and sometimes may keep my lights on

Ko-Fi [ko-fi.com]




Check out my other mods

Functional Escalators, Beds have blankets, Functional Clotheslines , Gun's Posters


Workshop ID: 3411580812
Mod ID: Gelevator
Popular Discussions View All (4)
45
Jun 10 @ 1:16am
Suggestions/Bug Reports
gunslinger
2
Jun 15 @ 2:43pm
building your own Elevator
Tag
5
Jan 27 @ 3:25pm
Current Issues i have found
Wesch
104 Comments
gunslinger  [author] 5 hours ago 
i don't map but if you can add moddata to my tiles you could just build it yourself directly
gunslinger  [author] 5 hours ago 
@Blackshot the outside buttons need to be lined up in the same square vertically with a set of doors within one square and preferably the elevator shaft directly behind the wall, but it can be in a square next to it. Have the room property name be "elevator" idr the exact case, it can be various other ones but that one passes immediately. The shaft doesn't need floors but does need to be surrounded by walls on each floor. the rooms can be up to 8 squares from where the interior panel would sit which is on the closest perpendicular wall to the exterior button that faces the camera
Blackshot 6 hours ago 
@gunslinger:
Hey, I'm a mapper and I'd like to recommend your mod on my workshop page. I briefly tried it out on my map, but it crashed once, appeared once with an elevator without a panel inside, and once it worked fine. Is there anything I need to keep in mind when mapping to ensure your elevators work on my map? Are there certain sizes I need to consider? Do the elevator buttons always have to be in a certain place? etc.?
Blackshot 7 hours ago 
@Sneeky:
I also had the same problem that the mod wasn't appearing in the mod menu (B42.9). I restarted the game and then manually searched the list. The mod is at the very bottom (sorted alphabetically, but uppercase first, then lowercase). The mod is called: gunsElevator
gunslinger  [author] Jun 10 @ 8:08pm 
@SneekySnausage.TTV The only reason i can see this happening if you're not using the correct game version. this is only for B42 and up. it will not show in B41 at all
SneekySnausage.TTV Jun 10 @ 7:37pm 
@Kingdark did you figure out why this was? I'm having the same issue. When I install the mod it doesn't show up in the list and I can't use it. Every other mod I have works fine so I'm not sure what's up
gunslinger  [author] May 29 @ 9:12pm 
@Alt everything is made when its first used. The only issues you will run into is if i added buttons like when the elevator faces away or in some places where they dont exist. there are utility functions to help with spawning those though
Alt May 29 @ 4:53pm 
Figured it out! When you click on the elevator panel, it converts to a functioning one :)
Kingdark May 29 @ 2:51pm 
Good question. I wanna know too.
Alt May 29 @ 1:16pm 
When added mid-game, does this work for elevators that had already been loaded in?