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Elevator animation on Duel for "deploying" the special Lockbox
An Elevator is a type of prop from AirMech maps, used in handfuls of official maps for various purposes (most notably in the PvP maps Duel and Salt). Units will raise from them at different intervals or in the case of some PvE and custom maps different events will be able to trigger them.
The most notable unit to raise from Elevators are special neutral Lockboxes that can be picked up by both teams for credits (or destroy them with your mech to get a significant advantage in XP)
Duel[]
Every 2 minutes a special Lockbox spawns from elevators on both sides of the mid on Duel, guarded by 3 Goliath initially
At 4 minutes into the match, both sides will also spawn Longhorn and Seeker (2x). These elevators will not spawn any more units afterwards
Salt[]
Every 2 minutes a special Lockbox spawns from an elevator in the middle of the map. This is the only unit that spawns from this map
Usage in Map Editor[]

Elevator from the perspective of the Map Editor, showing how far down the units get pulled from for their animation. It's recommended to use with hollow tiles
To use Elevators in your Custom Maps, you must first find it in the Props directory (type in "Elevator"). Its in-game name is "ElevatorPlatform". On their own they do not do anything. They require Actions and Events to function correctly. The special version of a Lockbox can be spawned by going to the Events tab, moving to Script Options and importing this file for a special Lockbox. Make sure to move the file to your maps folder (found in Users\[user]\AppData\Roaming\Carbon\AirMech\maps, or Carbon\AirMechSteam in case of steam users) so you can find the file to import.
When imported, the Action and its Command "Spawn BankSmallSp1" will be loaded into your action list. Skip steps 9 to 12 in the simple method if you use this, as aside from setting it to spawn from an elevator it'll have everything preconfigured. You will just need to set its trigger correctly so it works as intended.
Simple method[]
- Label the Elevator in the settings tab, any name will do
- Create an Event
- Set the event category to Core
- Set the event option to Continuous
- Under the delay put the amount of seconds between each spawn
- Now create an Action
- Set its trigger to the event you made
- Create a Command
- Set the Command to Unit
- Set the Option to Spawn
- Choose which unit you'd like to spawn
- Select the Neutral Team for the team spawned as (or whatever player it's meant for)
- Change Spawn to "Pick Elevator" and choose what order the unit will be deployed with as default if applicable
- Click "Pick Elevator" and left click the Elevator you labeled
⬤ This method has one problem however; in custom maps the pregame timer will be included in the timer you use to spawn units. There is a more complex way around this involving Variables. Read below for more steps.
Advanced Method[]
- Start from Step 14 of Simple Method
- Set your original continuous timed event setting "Event Enabled" to FALSE
- Create a Variable
- Set type to Numeric
- Set value to 0, this will be our switch
- In the create tab (plus sign) find Game Locations and place a Circle down
- Label the circle just like you did with the Elevator
- Place the circle right at either fort where creeps would spawn from
- Create a new Event
- Set the Category to Units
- Set the Option to "enter location"
- Select the circle in front of the fort
- Now create a new Action linked to the new location event
- Put the trigger to the new Units Event
- Create a Conditional for the action
- Set category to variables
- Select the variable you made
- Set the comparison to Equal and the value to 0
- Create a new Command
- Set the command to Variable
- Target the original Variable
- Use the operation Set and value of 1
- Create another Command
- Select the event name of the original continuous event for spawning the unit
- Set "Event Enabled" to true
- Return to your previous action for spawning the unit from the elevator and add a new Conditional
- Repeat steps 15 to 17, but set the comparison to Greater Than instead of equal to
⬤ What this does is start the timer once the first wave of creeps are detected to spawn in the match. It will flip the binary switch of the variable so that the action that switches the first event timer to TRUE will only play once. This makes it so players cannot exploit the pregame timer to stall timed events for elevators and other actions.