Trigger a light?
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 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.

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)
My skills are not win.
Vagrantone0 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.
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.
Vagrantone0 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?
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.
Vagrantone0 wrote:
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.
Have you tried to activate something other via that very same trigger? You could possibly use the indicator signs instead of lights. But if you get the lights working, green and red ones would be cool
just imagining that
Vagrantone0 wrote:
... but I don't have any cameras so I don't have to worry about that.
destroying vital testing apparatus like cameras is fun 
I don't plan on having any physics objects in the hall or lobby of the map, and to prevent the player from using the cube, or any other physics objects from one room to unlock the doors of the other rooms I could just add a trigger_remove fizzler thats flagged to remove physics objects at the door to each room. That way no physics objects are allowed to leave said rooms.
My problem involving turning on a light still hasn't been solved though...
In the lobby each door is numbered using the "domino" dot overlays. My idea was for a light positioned infront of the overlay to turn on, which brightens the overlay making it appear to light up.
If I can't achieve this then I suppose I would have to do something like indicators instead.
EDIT:
I just solved my problem. I was trying to use TurnOn for the trigger input, the target being the light in the lobby. Well, I just switched the input to Toggle, and flagged the light to being initially dark. Now it does exactly what I want it to do.
I can't believe I didn't try this before. I swear I had tried this but I guess not.
I also added a physics object remover so the player isn't allowed to bring objects out of the rooms.
Thank you everyone who helped with various things, I've learned much.
This thread could probably be closed now.
I should be able to remedy this by checking the "Fire Only Once" box, though.
I'm glad to hear that you are interested in my map. It is turning out pretty nice, and I'm looking forward to making more rooms. Right now I've only completed the first room. I have 7 more to do. Coming up with ideas will be a chore.
Hopefully the map doesn't get too big or I'll have to cut 4 of the rooms to save on space. 
Vagrantone0 wrote:
Well, using toggle is working exactly the way I want it so far. You said removing the box from the trigger should turn the light off, but it doesn't. I have been removing the box from the trigger to test the physics object fizzler at the exit, and upon leaving the room and entering the lobby the light I turned on is still on. Perhaps if I triggered the light with the box (turning it on), then removed it, then retriggered it the light would be off again. Which wouldn't be ideal, and could happen if the player didn't leave the room before the door automatically closed.
I should be able to remedy this by checking the "Fire Only Once" box, though.I'm glad to hear that you are interested in my map. It is turning out pretty nice, and I'm looking forward to making more rooms. Right now I've only completed the first room. I have 7 more to do. Coming up with ideas will be a chore.
Hopefully the map doesn't get too big or I'll have to cut 4 of the rooms to save on space.
I'm sorry. I forgot to mention you will need to add an output to your trigger to make it turn off. OnEndTouch>LightName>Toggle
Box in=light on; box out=light off.
If the map gets too big for one file just split into two sections. You could use an elevator but don't necessarily have to.
sbrown wrote:
I read somewhere for Physics object (cube) the cube has to be named 'cube'
not really, it was "box" and it was for the filter_activator_name if I remember correctly. But he is not using filters in his map (yet) 
Mek wrote:
not really, it was "box" and it was for the filter_activator_name if I remember correctly. But he is not using filters in his map (yet)
No, it was a flag in the trigger i think