Trigger a light?
Quote from Vagrantone0 on August 3, 2008, 6:23 pmI'm working on a multi-room map consisting of multiple rooms off a main hall. After completing the challenge in a room (retrieving the key [cube] to unlock the door to leave) I would like a light to turn on, in the hall, above the door to that room. Which indicates that you have completed that room.
I'm trying to do this with a trigger, OnStartTouch (physics object [cube] only), Target the light, Input TurnOn. But it doesn't work.
Could anyone help me out with this?
I'm working on a multi-room map consisting of multiple rooms off a main hall. After completing the challenge in a room (retrieving the key [cube] to unlock the door to leave) I would like a light to turn on, in the hall, above the door to that room. Which indicates that you have completed that room.
I'm trying to do this with a trigger, OnStartTouch (physics object [cube] only), Target the light, Input TurnOn. But it doesn't work.
Could anyone help me out with this?
Quote from Megadude on August 3, 2008, 6:56 pmCheck the trigger to see if it's flags are set so it will be triggered by the cube.
Check the trigger to see if it's flags are set so it will be triggered by the cube.
gepy wrote:"The companion toilet cannot speak, however it can take your crap."Journey - no idea on length = don't know the % done
Quote from Vagrantone0 on August 3, 2008, 8:32 pmyep, because its the same trigger thats used to open the door. Only physics objects will trigger it.
I also have the light set to Initially Dark, otherwise its on when the map spawns.
I've tried searching for anything involving this but I haven't found much that helps.
yep, because its the same trigger thats used to open the door. Only physics objects will trigger it.
I also have the light set to Initially Dark, otherwise its on when the map spawns.
I've tried searching for anything involving this but I haven't found much that helps.
Quote from msleeper on August 4, 2008, 2:06 amI myself haven't used triggered lights in Source but I am fairly certain it is possible. You may want to use a light_dynamic, but keep in mind those are cone-shaped like light_spots. Also, go easy with them because they are resourse hogs and can really slow your computer down.
I myself haven't used triggered lights in Source but I am fairly certain it is possible. You may want to use a light_dynamic, but keep in mind those are cone-shaped like light_spots. Also, go easy with them because they are resourse hogs and can really slow your computer down.
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Quote from pestchamber on August 4, 2008, 5:16 amif you dont have a filter for it cams can use the button
but i dont know why the light doesnt work. i think its the trigger since i used an logic_auto the same way in Nevada to turnoff a light.*ZING* check the filter
EDIT: (when i say *ZING* means i got an idea xD)
if you dont have a filter for it cams can use the button
but i dont know why the light doesnt work. i think its the trigger since i used an logic_auto the same way in Nevada to turnoff a light.
*ZING* check the filter
EDIT: (when i say *ZING* means i got an idea xD)
Quote from Vagrantone0 on August 4, 2008, 2:33 pmI don't know how to use filters.
My skills are not win.
I don't know how to use filters.
My skills are not win.
Quote from bizob on August 4, 2008, 3:34 pmVagrantone0 wrote:I don't know how to use filters.
My skills are not win.Filters are easy to use. Just name your prop_physics object (your companion cube) "box".
Then add a filter_activator_name entity to your map, I usually name mine "filter_box". Set it's "Filter Name" property to "box" and make sure the "Filter mode" is set to "Allow entities that match criteria".
In your trigger, set the "Filter Name" to "filter_box". Now the trigger will only fire when your "box" is placed on it and will ignore all other objects including the player.
Hope that makes sense. Enjoy.
I would double check everything, your I/O and flags seem correct. OnStartTouch>LightName>TurnOn
I just did it in a test map if you want to check it out here.
My skills are not win.
Filters are easy to use. Just name your prop_physics object (your companion cube) "box".
Then add a filter_activator_name entity to your map, I usually name mine "filter_box". Set it's "Filter Name" property to "box" and make sure the "Filter mode" is set to "Allow entities that match criteria".
In your trigger, set the "Filter Name" to "filter_box". Now the trigger will only fire when your "box" is placed on it and will ignore all other objects including the player.
Hope that makes sense. Enjoy.
I would double check everything, your I/O and flags seem correct. OnStartTouch>LightName>TurnOn
I just did it in a test map if you want to check it out here.
Quote from Vagrantone0 on August 4, 2008, 3:50 pmYes that makes complete sense. Thank You.
However, I am achieving the same thing by having the trigger flags set to only allow physics objects. The only physics object available in the room is the companion cube.
Once the cube is retrieved and placed in the "keyhole" it touches the trigger, which opens the door, allowing the player to exit.What I also want to happen is a light to turn on outside the door, signifying that said room was completed.
I'm trying to use the same trigger to activate the light, but its not working and I can't figure out how to get it to work.
PS. Thankyou, as well, PestChamber. I didn't think about cameras being able to activate the trigger, but I don't have any cameras so I don't have to worry about that.
Yes that makes complete sense. Thank You.
However, I am achieving the same thing by having the trigger flags set to only allow physics objects. The only physics object available in the room is the companion cube.
Once the cube is retrieved and placed in the "keyhole" it touches the trigger, which opens the door, allowing the player to exit.
What I also want to happen is a light to turn on outside the door, signifying that said room was completed.
I'm trying to use the same trigger to activate the light, but its not working and I can't figure out how to get it to work.
PS. Thankyou, as well, PestChamber. I didn't think about cameras being able to activate the trigger, but I don't have any cameras so I don't have to worry about that.
Quote from Remmiz on August 4, 2008, 4:23 pmVagrantone0 wrote:However, I am achieving the same thing by having the trigger flags set to only allow physics objects. The only physics object available in the room is the companion cube.
Once the cube is retrieved and placed in the "keyhole" it touches the trigger, which opens the door, allowing the player to exit.Tsk tsk, your object orientated mapping skills need improvement It's always best to plan for unforeseen variables. Like what if someone brings a camera from another part of the map or want to add one later?
Once the cube is retrieved and placed in the "keyhole" it touches the trigger, which opens the door, allowing the player to exit.
Tsk tsk, your object orientated mapping skills need improvement It's always best to plan for unforeseen variables. Like what if someone brings a camera from another part of the map or want to add one later?
Quote from bizob on August 4, 2008, 4:24 pmupdated the example to show how the filter works. I know it doesn't apply to your current situation but I thought you might want to take a look at it for future reference since you mentioned not knowing how to use filters.
As for your current problem, if you post your vmf file I'd be glad to take a look and see if I can figure out what the problem is.
updated the example to show how the filter works. I know it doesn't apply to your current situation but I thought you might want to take a look at it for future reference since you mentioned not knowing how to use filters.
As for your current problem, if you post your vmf file I'd be glad to take a look and see if I can figure out what the problem is.