Most elevator glitches suck anyway. The only one that I have noticed that does any good is the one you can get onto the roofs in Upheaval. Other than that, I have not noticed an elevator glitch that does to much good. In fact, I would say the opposite; they hurt any gameplay advantage you might have otherwise. I especially like the one on Courtyard that the player just sits in mid-air waiting to be sniped!
This ia a script that makes it much easyer to do an elevator.
Go to an elevator spot, then turn arround 40 degrees and press K or I if you cant stand up, press U to make you mouse sensity very low then lower the angle and press the other key (K or I).
The Elevator appears briefly in Call of Duty, Call of Duty: Classic, Call of Duty 4: Modern Warfare, Call of Duty: Modern Warfare 2, Call of Duty: Modern Warfare: Mobilized, Call of Duty: Modern Warfare 3, and appears as a regularly usable utility in Call of Duty: Black Ops on the multiplayer map Hotel, the campaign mission "U.S.D.D.", and the Zombies map "Five". Elevators return in Call of Duty: Black Ops II on the campaign missions "Celerium", "Karma" and "Suffer With Me", as well as the Zombies map Die Rise, which is included in the Revolution DLC. It also appears in Call of Duty: Ghosts in the multiplayer map Stormfront, again as a regularly usable utility. A usable elevator is featured in the Zombies map Zetsubou No Shima in Call of Duty: Black Ops III as part of the map's main easter egg Seeds of Doubt.
In "The Eder Dam", Evans uses two elevators to go downstairs after destroying the German Flak guns. After setting the explosives on the control panels, he uses the same elevators to return to the first area and reach the truck. The elevators are used by holding the "use" button.
Elevators are seen in the level "No Russian." Three guards ride up on one, attempting to stop the terrorist attack. The elevator is then blown up by a grenade. If the player kills the guards before they enter the elevator, the player can click the elevator button and use it instead of the escalator, but if Makarov blows it up, the player can use the one right next to it. Taking the elevator is actually longer, because the player has to walk around a big wall to reach the exit. On "Of Their Own Accord," some elevators are seen, with one of them closing and opening on a dead Ranger.
In the third mission of Call of Duty: Black Ops, "U.S.D.D.", the player plays from the perspective of Mason as he is led by the Secretary of Defense Robert McNamara and Jason Hudson to speak to President Kennedy in the Pentagon. At one point on their journey, they turn into a short extension of the room where armed guards stand next to an elevator. After gaining clearance, McNamara and Hudson lead Mason down to the elevator and take him down to the "Nerve Center."
The first elevator players are able to use is on the same level as the players spawn, and leads to the second level of the war room. It is a small passenger elevator with barely enough room for all four players. It is elegant, featuring polished wood walls and a marble ceiling with several plaques that serve only for aesthetics and humor. Because of its small size, there's only one entrance.
The second elevator is located at the bottom of the war room. Unlike the first, this is a freight elevator that has enough space to fit all four players and zombies. Also unlike the first elevator, this one has two entrances. The first being the main door, and the second being a barrier where zombies can break in. The entrances face different directions at different floor levels.
On both elevators, players can call the elevator if it is not on the same floor as them. Also, players can use this method for free rides if the players are on separate floors which allows players to save money and work together. Camping in elevators is an extremely popular method, as players can hold off in the elevator until things start to get hectic, where a player can take the elevator up or down as short break to allow reloading or the reviving of any downed players.
Elevators are overall more reliable than the teleporters as they can be camped in, used for short relief, and are more predictable than the teleporters, which send the players to a random location. But if used foolishly, the elevators can also lock the players in an inescapable corner. Players can also misuse the elevator by using it when other players aren't in it, thus leaving them behind to be killed. Elevators are a lot like the zipline for these reasons, as both can be camped at and used for quick escapes.
In "Eye of the Storm," an elevator can be seen closing and opening on a Czech citizen, like in "Of Their Own Accord". In "Down the Rabbit Hole;" Price and Yuri, along with Sandman and Team Metal, use an elevator in the very beginning of the mission. In "Dust to Dust," Captain Price and Yuri use an elevator to get to the top floor to kill Makarov, but it is destroyed by a Little Bird, so Nikolai raises another elevator for Price and Yuri, before the one they're standing on falls.
In the beginning of the "Celerium" using the binoculars the player can find an elevator being used by a Merc. After the player kills a few soldiers the player can run to the front and can see the elevator and use it.
In the campaign mission "Karma", David "Section" Mason, Mike Harper and Javier Salazar use an elevator at the Colossus resort so Harper can find Chloe Lynch at Club Solar and Section and Salazar can use Ziggy. After using Ziggy, Salazar and Section use 2 different elevators to regroup with Harper at Club Solar.
In the zombies map Die Rise, seven passenger elevators between both of the upright buildings hold the Perk-a-Cola and Pack-a-Punch machines. Except for Quick Revive, these are only accessible once the power is turned on and the elevators can be jumped on to allow the player to get up and down floors. Special care must be taken as elevators will down/kill players if they stay on one when it goes to its top stop. Fall damage from jumping down to catch an elevator will down/kill the player if it is 2 or more floors below.
These elevators have 2-4 stops that lasts for 30 seconds before they move to the next stop unless an elevator key is used, in which case they immediately go to the player's floor before resuming their cycle after time runs out. As such, it is recommended to wait for the elevator with the Pack-a-Punch machine to arrive at the player instead of gambling with one that was already waiting. The lights at the top of the doorway indicate the direction the elevator is going and the doors juddering three times in quick sucession means it is about to move. Apart from Quick Revive, the elevator for each machine is randomized during each game but always remains in the same building. The four elevators in the building with the power switch will have Double Tap Root Beer, Juggernog, Mule Kick, and the Pack-a-Punch machine while two elevators in the spawn building have Speed Cola and Who's Who.
A bug can occur where if the player runs through the doorway of an elevator instead of climbing up, this can prevent Perk-a-Colas from being buyable until the player climbs up a ledge again or uses it on a different floor.
A freight elevator in the spawn room can also be used. Unlike the passenger ones, the freight elevator only drops down its shaft if the player stays in it for long enough and it stops at a hallway that connects to the building containing the power switch. It remains there until an elevator key is used in its control panel, where it then returns to the spawn room; both the keys and the panel are found in that hallway. If the player is fast enough, they can use the freight elevator to return to the spawn room.
Zombies also use the elevator shafts as a spawn point. From the doorways on all three buildings, they will either drop down from above or climb up from below. If an elevator is in the way, they are removed in an explosion and respawn somewhere else. If the player is riding on one, they will climb up the side.
An elevator can be used in the Zombies map Zetsubou No Shima upon repairing the elevator with the necessary parts. It is located directly across from the door leading to the Anti-Air Platform within the Bunker.
Going up? This video will teach you how to hack an elevator, making it go directly to the desired floor without stopping. If you're ever in a hurry or, heaven forbid, a genuine emergency and need to get to the bottom or top floor quickly, you'll be very happy you watched this how-to video. Learn how to enable the "express mode" in most any modern elevator with this great pushbutton hack!
what a dumbass. When you press Penhouse in any elevator it always goes straight to the Penhouse. Thats just one of the features of getting to the Penhouse. People who can afford the Penhouse dont want to be with common people
Must not be for all elevators. Out of curiosity, how tall is your office building? Also, how many lifts do they have?
I'm curious if this is more prominent in taller buildings, or ones with fewer lifts...
Shimmen.
You're a dumbass. Go jump off a bridge. But, before you do please notice that the two arrows pointing at each other in an elevator IS the close door button.
I have now just lost faith in the human race.....
imbetterthanyouuu,
YOU'RE a dumbass, because as you're clearly not aware, there ARE modern-day elevators without close-door buttons. i've been in britain for nearly a year, and i've yet to see any elevators in this city with a close-door button.
In most elevators even the close door button is inactive.
Penthouse is almost always an express entry.
In most elevators you will need a key or a code to override normal operation. Just enjoy the ride they are already programed to make it as swift as is possible.
This is bull#$%@. Having worked for two major elevator service companies (Otis and Dover) I can tell you there is no "secret" button combination programmed into the system. There is usually a keyswitch for "Independent Service" which bypasses any floor calls for the elevator in use. Sometimes this switch is hidden behind a locked access panel. Find a way to pick that lock or get a hold of a key, and you're in luck - 90% of the elevators from a manufacturer use the same key for same features - so one key will usually work in other elevators of the same manufacturer. If you got the "trick" to work, most likely it was a coincidence and no one else was attempting to call the elevator.
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