Activateed Sign
A strip of lights and an X change colour to an orange Tick.
I found a way of doing this with the strips on the walls by making an illusionary brush and naming it the same as the X thats on the wall.
It comes with the .bsp and .vmf... LEARN from it don't copy people.
I was thinking of doing the same thing! I am going to play around with the env_texturetoggle entity that is in the Official maps.
Since you made the map, going to make a tutorial for the wiki?
msleeper wrote:
I was thinking of doing the same thing! I am going to play around with the env_texturetoggle entity that is in the Official maps.
Since you made the map, going to make a tutorial for the wiki?
/edit/ and no, no texture glitches for this method - /edit/
I already have a tutorial for this:
Making Indicator Strips
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Make your switch
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Place several brushes sunk into your wall/floor/ceiling and texture them with "signage/indicator_lights/indicator_lights_wall" (replace wall with floor for floor ones) you may want to put "indicator_lights_corner_wall" in the corners like the official maps (you have to make sure the brush with the indicator texture is overlapping the normal wall or floor brush, its bad practice, I know, but its the only way to get it working without having some really wierd and ugly effects. )
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select all the brushes with that texture
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convert them to a func_brush, call them "indicator_strip_1" and set the solidity to "never solid" so that you can portal through them
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create an env_texturetoggle entity, call it "strip_1_toggler" and set its target to "indicator_strip_1"
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select the button's trigger and add this output:
My output: OnTrigger
Target Entity: strip_1_toggler
Target Input: IncrementTextureIndex
youme wrote:
I already have a tutorial for this:


