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A gaming and technology blog by TWHL admins Penguinboy and Ant. A music blog by TWHL users Ant and Hugh.

Panels that change texture when you step on them

Map Vault > Example Maps

map screenshot

Ratings Disabled

[More Screenshots]


By potatis_invalid (See more)
27th May, 2011

24.79KB - RMF, MAP, BSP

Last edited: 2nd June, 2011


A panel returns to its original state when it doesn't have any players on top of it.

Created in response to "billie jean effect" forum thread.


avatar Captain Terror says: 27th May 2011, 18:58 PM
that is really cool! it would take me a while to understand exactly what is going on with those enities tho.. did you basically simulate a "if, then" loop where if the player is on a trigger, the mm is repeatedly triggering the texture to the on postion?

We should bring back the entity challenges, though i think you would smoke everyone. =)

Works absolutely perfect, even stepping on multiple squares it doesn't get get messed up. Very good!
avatar Skals says: 27th May 2011, 20:08 PM
Potatis smoke everyone on entity challenge? I'd like to see that ;)
avatar Captain Terror says: 27th May 2011, 20:33 PM
oh shi.. that sounds possibly like a challenge?
avatar potatis_invalid says: 27th May 2011, 20:44 PM
Danke Kapitn!

There's a looping multi_manager which does this:
Set main relays to target "off" relays
Wait 0.08 seconds
Trigger main relays
Wait 0.01 seconds

Then there are trigger_multiples which do this every 0.03 seconds there's a player inside: Set main relay associated with this panel to target the "on" relay associated with this panel.

I thought of using func_wall_toggles but I decided not to because I didn't want to mess up gunshot decals and spray decals.
avatar Skals says: 28th May 2011, 07:05 AM
read what I said on the dudes forum post, I think it's pretty much achievable with trigger_multiple with a delay that targets a multi_manager, simpler.
avatar potatis_invalid says: 28th May 2011, 16:53 PM
I've read it and I think your method would cause flickering at the end of every fourth second (haven't tested). There's also a problem with timing. If you leave a panel at 0.1, it'll stay lit for ~four more seconds. If you leave a panel at 3.4, it'll stay stay lit for ~half a second. That wouldn't look smooth.
avatar Skals says: 28th May 2011, 19:05 PM
That's why you should experiment with it. 3.9 was just an example, if you change it to 4 there should be no flicker. Also I told him the value is an example too, so if he wants it smoother he should set in on something like 1-2 seconds, that way if he leaves on 0.3 or 1.5 it would seem a lot smoother.

Oh by the way, you have actually seen the billy jean video right? the blocks stay lit as he walks off them and slowly light down, hence my effect would be more appropriate since the light would stay there for a bit after he steps off it.
avatar Skals says: 28th May 2011, 19:07 PM
It's all about simplicity, you method might be more accurate, but I'm guessing it uses more entities as well. I'm guessing he would have a lot of panels so it might be a pain putting a complex setup for each panel, I'd go for the easier-less-entity-space-consuming version :P
avatar Captain Terror says: 28th May 2011, 23:55 PM
@skals: i can see how that would trigger it off, but how does your method "sense" when the player is off the pad? would you have the ajacent 8 panels trigger the previous one off, or make it so that any block triggered automatically sets all the other ones to off?

i like potato's version cuz you can sit on the interstction between 4 blocks and trigger them all on. [url=would yours do this too?

potato: you did all the work to build the system, no spend 15 more minutes making it look pretty with togglable texlights.. might be epic. =)
avatar Dimbeak says: 29th May 2011, 01:56 AM
The name of the map is very original.
avatar Skals says: 30th May 2011, 06:38 AM
No captain... It just triggers off when there is no one standing in the trigger_multiple... meaning if you step on the panel it is triggered on, and if you walk off it then it turns off. :P not quite sure what you're talking about, you might be confused.
avatar Captain Terror says: 30th May 2011, 09:34 AM
so whilst you're sitting on the trigger the mm is constantly being pummeled, and when you step off the trigger the pummeling ends? (trigger multiple set to a low reset rate?)

dunno why, but i'm having a hard time wrapping my head around this particular area.

BTW: you could probably be of some great help to Instant mix and his portal map:
avatar DiscoStu says: 31st May 2011, 03:43 AM
It's on a timer. You step in, hit the trigger, the panel lights. Then after a preset time, the panel goes back off and the trigger resets. BUT, if you're still standing on the panel (or rather, in the trigger) you immediately turn it back on.

So technically, while you're standing there, the panel keeps going off and back on, even if only for a frame or two.
avatar 0rth0doX says: 31st May 2011, 22:09 PM
wow superb.. pity that michael jackson can't see this.. i'm sure he would become hl fan
avatar Skals says: 2nd June 2011, 12:53 PM
no disco, it would not flicker if you set the reset time to the same time the trigger gets turned off, since the next mm turns it back on in 0 seconds, meaning instantly. no flicker.
avatar potatis_invalid says: 2nd June 2011, 16:49 PM
I'm not so sure about that. Half-Life's timing is pretty loose. But I'm speculating.
avatar doggybag71 says: 4th September 2011, 13:29 PM
Wow, this is awesome :D Great work setting up those entities. This will helped me solve a problem for a map I'm working on. Very useful feature to sense whether a player is in an area or not. There should be one entity for this :S.

Im curious about func_plat. This one is triggered when a player is on it and goes back to initial state when player goes off. However it doesn't have a target field :S.
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