Forum posts

Posted 8 years ago2015-07-02 12:26:28 UTC
in Breakable Light Textures Post #326167
Thanks PenguinBoy . This sounds better.Is Sledge a hammer alternative?

(I will download it right away)
Posted 8 years ago2015-07-02 11:03:13 UTC
in Breakable Light Textures Post #326162
@Jessie.. My current setup works fine,the breakable triggering the pair..... What I was searching for was a method by which I can clone these lights easily or another way to do this which would be clonable easily...... I don't want to custom change the properties of 50X3 entities. :P
Posted 8 years ago2015-07-02 10:51:54 UTC
in Breakable Light Textures Post #326159
So, I was thinking of adding breakable lights to my map(would add a new level of tactics).The very first thing that occurred to me was that I should make the brush with the texlight breakable and I would be done.But it was not so,I did some research and found out that u need to create another light which will behave as a switch for this one.Done.

This time I named my func_breakable entity(the one with the texlight) as "light1",the light entity as light1 and the target on break as light1 but now,the game crashed as soon as I shot at it(it went into an infinite loop most probably).

So finally,I have arrived at this :
A brush with texlight as func_wall_toggle / func_breakable with texlight style=-3.
A light with same name as the brush acting as the switch.
An invisible brush surrounding the the first one as a func_breakable and target as the name of the previous two.

This gives me the desired result but is a pain to clone because then I have to change the name property for the first two and the target for the last.

I was thinking of grouping them and somehow referring to the group name in their properties so that I would need to change only one property per group.But I am unable to do even that.

Is there any better way to achieve the above?? Please suggest.

P.S. I am making a map for CS 1.6