//------------------------------------------------------------------------------- // This file specifies which icons are going to show up on the lightboard at the // beginning of the level if you need to add a new icon, you must add the actual // icon to the end of the texture sheet AND add it to g_pszLightboardIcons in // vgui_mp_lobby_screen //------------------------------------------------------------------------------- //These are the the startup sequences that can be used //Add more in lightboard_startup_sequences.txt //If none is specified then it will fallback to "default_flicker" //"normal_flicker" //"dirty_flicker" //"broken_flicker" //These are the icons that can be used //"cube_drop" "1" //"cube_button" "1" //"cube_bonk" "1" //"drink_water" "1" //"goop" "1" //"crushers" "1" //"laser_cube" "1" //"laser_power" "1" //"turret" "1" //"turret_burn" "1" //"portal_fling" "1" //"portal_fling_2" "1" //"plate_fling" "1" //"bridges" "1" //"bridge_block" "1" //"grinders" "1" //"tbeams" "1" //"tbeam_polarity" "1" //"paint_bounce" "1" //"paint_speed" "1" //"handoff" "1" //"button_stand" "1" //"danger_field" "1" //Dirt type //"dirt" 0, 1 or 2 //0 will have the least dirt and 2 will have the most //If none is specified then there won't be a dirt overlay on the panel "sp_lightboard_icons" { "Maps" { "mp_coop_wreaked" { //Map data "level_number" "1" "total_levels" "2" "startup" "normal_flicker" "icons" { "cube_drop" "1" "cube_button" "1" "cube_bonk" "0" "button_stand" "1" "portal_fling" "0" "portal_fling_2" "0" "paint_bounce" "0" "tbeams" "1 } } "mp_coop_wreaked2" { //Map data "level_number" "1" "total_levels" "2" "startup" "normal_flicker" "icons" { "cube_drop" "1" "cube_button" "1" "cube_bonk" "1" "button_stand" "1" "portal_fling" "0" "portal_fling_2" "0" "paint_bounce" "1" "tbeams" "1"" } } } }