Complications Created 19 years ago2005-04-13 13:40:39 UTC by Kissker Kissker

Created 19 years ago2005-04-13 13:40:39 UTC by Kissker Kissker

Posted 19 years ago2005-04-13 13:40:39 UTC Post #103753
Ok, besides the sprinkler idea another one shot outta my skull, first of all a light fixture with a light in it, that not only can you shoot out, but turn off and on AND if that wasnt complicated enough for some, the light switch that controls the on/off of the target lights, that if it is shot and broken, the lights remain off or on, wichever they were on last. Possible?
Posted 19 years ago2005-04-13 13:41:34 UTC Post #103754
oh yea, I know its a bit complex sounding for normal COUNTER STRIKE, but someone said it was possible.. but Ive been fooling around with options for hours and havent been able to get things to work.
Posted 19 years ago2005-04-13 13:50:01 UTC Post #103755
Yea this can be done.. Just make it a func_breakable, and (must have the latest ZHLT's) then select one of the zhlts options to Swichable.(whatever) Then this wil enable you to be able to shoot out the light, or control it by a light switch.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-04-13 14:09:57 UTC Post #103763
whats the latest version.. i thought I had it.. but iam not sure now.
Posted 19 years ago2005-04-13 14:24:56 UTC Post #103764
www.zhlt.tk and www.zhlt.info.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-04-13 14:37:23 UTC Post #103765
i mean is there a simple way to check what i have, like through valve hammer or something, to show "using ZHLT vs. x.x.x" *kicks computer for saying I have a leaf error.. nothings complex.. how the hell... gerrr*
Posted 19 years ago2005-04-13 15:14:20 UTC Post #103766
you do know iam on counter strike 1.6 and not source right?
Posted 19 years ago2005-04-13 16:36:17 UTC Post #103785
Yes, as you've posted in the HL1 forums.

The compile tools list their versions in the compile process, to my knowledge. Read the log!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-04-13 23:53:41 UTC Post #103836
and for the light, its 3 target things, A_ a switch that turns em on/off B_shooting the switch breaks it, making it stay on, or off (wichever they were at last and C_ shooting out the lights (obviously nulls the switch use, and turns the lights off, permanently)
Posted 19 years ago2005-04-13 23:54:41 UTC Post #103837
can all 3 of those things be tied to the lights? or am I getting too complicated without source?
Posted 19 years ago2005-04-14 01:59:02 UTC Post #103848
I really think you should practise a lot before trying fairly complicated entity setups like this. It's probably possible, but, basically, I made sure I understood and could competently use every entity in HL before I tried anything very complicated.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-04-14 12:37:14 UTC Post #103943
yea.. i know I (should) but uh.. this map is a project and I gotta have so many things "work" on it.. and its gettin close to due date.. lol
Posted 19 years ago2005-04-14 17:17:30 UTC Post #104033
hmm.. complications... i made a light and fixture, looks decent, made the lightswitch, wich works! but.. theres a problem... and i didnt realize it before but i see it now... when th lights are Off, and you shoot them, it breaks and becomes ON.... LOL
Posted 19 years ago2005-04-14 17:39:54 UTC Post #104043
AND the light switch still turns off/on...i want it to not function when the "light" is broken.. maybe textlights the way? ...
Posted 19 years ago2005-04-15 02:03:14 UTC Post #104092
You'll need to use multisources. Look at jaardsi's Example Map, and consult the Entity Guide.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-04-15 02:06:27 UTC Post #104094
aha! i forgot about multi sources! damn my lack of sleep! ill get on that right now get back to you prolly tomarrow with results.
Posted 19 years ago2005-04-15 13:04:56 UTC Post #104174
lights... ah.. ok... how extactly to set this up... Light switch A is a button to trigger lights L1 L2 L3 and L4 to turn on/off now, each light has glass at func breakable to target that light to turn it off permanently if broken. How exactly am I to set this up, I have a clue that i need textlights, lights to group them with set at lum. .01 and of course a multisource, but how to add the "if shot switch A does not function" type thing? readin more and more is jumbling the knowledge
Posted 19 years ago2005-04-15 13:31:15 UTC Post #104183
Make a func_breakable window over the light (can be textured with {blue to make it invisable) and now make the light to be triggered by the light switch (func_button) Now make the func_breakable "KillTarget" the func_button.. try that.. see how it works..
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-04-15 13:49:50 UTC Post #104190
makes the button disapear and not function, wich brings a problem up, if you shot out light 1, and wanted to go and turn on/off light 2 it wouldnt be there to switch.
Posted 19 years ago2005-04-15 13:53:38 UTC Post #104191
ive got a very dumb map set up, 2 textlights, and 2 light ents, names, light1 and light2, grouped accordingly, a button to turn them on/off (including the textlight) no problems, now the complication. the glass... settting glass1 to break and target light1 works fine, but, if you go to the light switch its still toggleable, so... there needs to be something in there to do a "if broken, light1 is disabled" thing. i thought about multisource and multi managers.. so ive got them in the map, and trigger relays.. but.. iam having difficult time binding them all to do what i need.. the biggest room will have 12 lights i think, so ive started simple (maybe enough to make it NOT blow out 12...) if i can get the button to turn on/off the textlight, the light not seen, and have the glass break and only target the light it was next to, and PERMANENTLY set it to off... thats the goal.. but...errr
Posted 19 years ago2005-04-15 14:05:00 UTC Post #104193
simplified:
button1 targets multi_manager
multi_manager is set to turn light1 and light2 on/off
glass1 is around light1, desired effect is to disable light1 when broken
glass2 is around light2, desired effect is to disable light2 when broken
trigger_relay, trigger1, is under light1 (settings are wrong)
trigger_relay, trigger2, is under light2 (settings are wrong)

Help make this work!

desired effect, lights turn on/off, but, only if glass1 or glass2 is not broken. if glass1 is broken, light1 doesnt work BUT light2 DOES. I had something similar happen, but you could turn the lights back on with the button... even with glass broken (NOT DESIRED)
Posted 19 years ago2005-04-15 14:54:40 UTC Post #104206
new input found, making the trigger_relay "Killtarget" and target the textlight, breaks the textlights brush, but... the light remains. otherwise id of had it perfectly.
Posted 19 years ago2005-04-15 16:19:21 UTC Post #104220
I have it.. finally.. the conclusion is not what i wanted.. but.. well here it is. This func... is availble for light entites, but not textlights, when they are destroyed, offed, whatever, they had to be grouped to be turned off, while in the process of destroying the glass, you destroy the non visable light entity, and that is were the problem is, although the target textlight is also destroyed, the game is designed to read its light still, and with the light ent. destroyed, it can no longer be toggled, so my GUESS is that ill have to only set this break light with a few lights on my map, and textlight the rest of em. Prove me wrong and earn a cookie.
Posted 19 years ago2005-04-15 16:21:40 UTC Post #104221
to add to this, the problem is now, in my situation i have created, getting the actual Light from a text light to turn off WITHOUT the ligh entity it was bound to being there any more. maybe theres another way around it, but Iam fried for ideas. Ive submitted a map, have fun, try it on your own etc etc. Iama work on another section of my map.
Posted 19 years ago2005-04-15 17:23:28 UTC Post #104235
Six posts in a row? Dude, calm down. Seriously. Haste makes waste.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-04-15 18:06:49 UTC Post #104241
notice the hours difference? ive been mappin in between. I got rid of all my Lights (ent) but iam gettin the same "too many light" error on the surfaces.... wtf? i thought textlights dont do that?
You must be logged in to post a response.