yeah, info_texlight lets you define custom texture lights, but it won't let them be switchable or have any other properties of light entities aside from colour and brightness.
I have an appointment today, but when I get back I'll see if I can get that code in here.
Here it is; Paste this code into your "BaseClasses" section, under the @BaseClass=Sequence section.
[quote]
//* "ZHLTReference.html" (included with the ZHLT Distribution) contains information on using these keys.
@BaseClass = ZHLTLightKeys
[
zhlt_lightflags(choices) : "HLRAD Opacity (ZHLT 2.5.1+)" : 0 =
[
0: "Normal (0)"
1: "Embedded Fix (1)"
2: "Opaque (Blocks light) (2)"
3: "Opaque + Embedded Fix (3)"
6: "ConcaveFix (6)"
]
light_origin(string) : "Light Origin (ZHLT 2.5.1+)"
]
@BaseClass = ZhltLights
[
_fade(integer) : "Fade (ZHLT 2.5.1+)"
_falloff(choices) : "Falloff (ZHLT 2.5.1+)" : 2 =
[
1: "Inverse Square (1)"
2: "Inverse Linear (2)"
]
]
@BaseClass = TexLight
[
//NEW 1.0
style(choices) : "Texlight style" : 0 =
[
0 : "Normal (on)"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
12: "Underwater"
]
]
@BaseClass = SwitchTexLight
[
//NEW 1.0
style(choices) : "Texlight style" : 0 =
[
0 : "Normal (on)"
-1: "Switchable (starts on)"
-2: "Switchable (starts off)"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
12: "Underwater"
]
][/quote]
Also, the lights still don't work, even after making them all one func_wall, though the error goes away in the compile log. I may end up having to scrap the generator altogether and make a different puzzle.