Hello.
It looks like I'm starting to panic again. Less than a week left, and I haven’t got my map ready yet. I ran into a bunch of problems, even where I didn't expect them.
Recently I managed to build two mezzanines. One of them is completely finished (this is the left side where the rooms with an office and a bedroom are located). There should be warehouses and a workshop on the right.
I put off designing the crane logic until the very last days of development and didn't expect it to be so difficult to implement.
I have studied all the possible physical attachments available in this engine and it looks like all I can do is just a static hook "on a string" that will go down from the crane. I can't make it physical (so that it sways, like a crane with a magnet in hl2). The crane in hl2 is made by a separate entity, or rather even two, and they cannot be used in any way in my case.
There is one "crutch", but the crane cable will not look nice (when lifting the hook, the cable will be compressed into an "accordion" (its texture)) which will not look nice, and most likely it will not be possible to control the lifting of the load, just either release or raise as much as possible.
I also recorded a video showing the map in its current state and the operation of the crane. I created all the logic of this faucet in literally 12 hours, studying the hl2 beta maps, if not strange))). https://youtu.be/BF3EZKcSQAg
The crane is controlled by ASWD, right mouse button and left. ASWD controls the movement of the base, and the mouse buttons raise and lower the hook. All the logic is at a very early stage. Naturally, the final version will look better 😁
I plan to make a default hook (as in the original) but I will also make a separate prop that can be hung on this hook and use a magnet (as in hl2). While this idea is only "in mind", I implemented it using a rope mount in garry's mod.
In general, if I don't have time to finish the map, I'll have to lay it out as it is. Now I want to completely finish the crane, and then go back to building the workshop rooms.
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