Level Editor/Entities/Anchor Platform

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Anchor Platform
Made with Functional > Create Anchor Platform
What it is A moving platform that travels through a path of anchors, carrying whatever you put in it
In the game Yes, it is exported with the map

An Anchor Platform moves along a path of anchors, over and over: a lift, a ferry, a sliding wall, a carousel. Players standing on it ride it. It has no body of its own: the brushes, props and zones you put inside it in the scene tree are what moves.

Making a moving platform

  1. Choose Functional > Create Anchor Platform and click where it starts.
  2. Add anchors: right-click the platform in the scene tree > Add Platform Anchor (or + > Platform Anchor). Each anchor is a point the platform travels through, in the order they are listed.
  3. Drag the anchors with the Move tool to shape the path. A line in the viewport shows it.
  4. Give it a body: drag a brush (or several, or props) into the platform in the scene tree. That is the floor players stand on.
  5. Set how it moves in the inspector.

Click the platform's row to make it the place new things go, so the next brush you draw lands in it.

Inspector

The same settings are in Tool Properties while the tool is active, as defaults for the next platform.

Setting Type Default What it does
Mode List Ping-Pong Ping-Pong goes to the last anchor and back again. Loop goes from the last anchor straight on to the first.
Ticks Per Segment Game ticks, 1 to 100000 120 How long it takes from one anchor to the next. The game runs 60 ticks a second, so 120 is 2 seconds.
Segment Easing Check box On Slow down into each anchor and speed up out of it. Off moves at a constant speed.
Interpolate Rotation Check box Off The platform also turns to match each anchor's rotation. Turn anchors with the Rotate tool; each shows a small bar pointing the way it faces. A carousel is Loop mode with a ring of anchors, each turned toward the next. Anchors you have not turned leave the platform's rotation as it is.

What rides a platform

  • Brushes and props inside it move with it and carry players.
  • A zone inside it moves with it, so a lift can carry a capture point.
  • A switchable group inside it rides it, but cannot be switched.
  • A door does not ride a platform; it exports where it stands.

Related pages

TeamSpec Level Editor
Basics Getting started · Interface · Viewport and camera · Selecting and hiding · Keyboard shortcuts · Settings · Map Config · Troubleshooting
Menus File · Edit · View · Tools · Functional
Panels Scene tree · Inspector · Materials · Props · Snapping · UV editor · Displacement · Terrain
Tools Move, Rotate and Scale · Box · Sphere · Cylinder · Prism · Stairs · Spiral Stairs · Spiral Tower · Arch · Path Brush · Plane · Terrain · Clip · Duplicate · Ruler and Cordon · Edit Vertex and Edge · Edit Face · Loop Cut · Material Brush · Vertex Color Brush · Displacement · Prop Path
Entities Brush · Zone · Group · Mirror Node · Prop · Spawn Point · Supply Pickup · World Boundary · Lights · Water · Sounds · Anchor Platform · Payload Track · Boss Spawn · Map Marker · World Text · Decal · Door · Button · Logic entities · 3D Skybox · Nav Region
Workflows Your first map · Brushes and CSG · Materials and UVs · Lighting and lightmaps · Bots and navigation · Mirrored maps · Outputs and logic · Custom assets · Playtesting · Exporting and publishing · Importing Source maps
Scripting Overview · Server rules · Client HUD · Bots · Teams and spawning · Zones · Pickups · Payload tracks · Map entities · Sandbox limits · Testing · King of the Hill · Team Deathmatch · API reference · What a script may use