INFINITE_I
WORLD_TRANSLATION_JOINT
0 , 0 , 0
0 , 1 , 0		   	   // Axis. (direction of movement: x , y , z) See note 4.
1.5	  			   // Distance of movement: how far it will move.
7				   // Forward acceleration in g, see note 5.
5				   // Reverse acceleration in g.
1				   // Resistance when going forward.
1				   // Resistance when reversing. (returning)
5000			           // Pause at the end (in milliseconds) before returning.
IGNORE_WORLD_COLLISIONS	   	   // Doesn't collide with world (if the path goes through the ground, so will the lift too)
RISE_WHEN_DRIVEN_ON	           // See note 6.
NUMBER_OF_PUSHES
25
BLOCK_CAMERA
DRIVABLE_ON			   // You can drive on the lift


Note 4:
Put -1 to "X" to make it go left, or 1 to make it go right.
Put -1 to "Y" to make it go down, or 1 to make it go up.
Put -1 to "Z" to make it go forward, or 1 to make it reverse.

If the object is going to left, right, backwards or forwards, your car won't stay on it! Object will slide under your car and you will drop, unless you make railings. (If you do, remember to define their bounding shapes too) This problem doesn't occur when going up or down. And you can put only one axis. If you want to make the lift to go by some other axis, you have to define another textfile for another lift. (You'll have to rename the object, and change the the two-digit number of the textfile)

Note 5: Forward acceleration is used when it moves from its starting position, and reverse is used when it is returning to its starting position. For example: Lift starts from bottom and goes to top, and then returns to bottom. Put smaller value to acceleration when going up, if you want. (Gravity pulls it down)

Note 6:
If "RISE_WHEN_DRIVEN_ON", then the object will activate when someone drives on it, or something touches it to the surface. Use this with lifts.
If "RISE_WHEN_HIT", then the object will activate when something hits it from anywhere. Use this with doors.