Turn on and off brushlights Created 14 years ago2010-06-22 13:26:41 UTC by Skals Skals

Created 14 years ago2010-06-22 13:26:41 UTC by Skals Skals

Posted 14 years ago2010-06-22 13:26:41 UTC Post #282281
So this isn't forum worthy, but no one seems to be able to answer it in the shoutbox. Can someone pleeeeease tell me what I had to do to be able to turn brush lights on and off in hl1 engine. I remmember it involved tweaking the fgd. or adding some special properties in game, but I forgot how to do it. Please tell me now! /hug
Skals SkalsLevel Designer
Posted 14 years ago2010-06-22 13:38:32 UTC Post #282283
Posted 14 years ago2010-06-22 13:39:25 UTC Post #282284
Put this fgd code in the func_wall entity of your fgd:
	style(choices) : "Texture Light Style" : 0 =
	[
		 0 : "Normal"
		-3 : "Grouped"
		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"
]
Then in Hammer, make your light brush and func_wall it. Set the new Texture Light Style property to Grouped (-3) and give your brush a name.
Then place a point light entity. Set its color to 1 1 1 0.1 and put it somewhere where it can't be seen by the player. Give the light the same name the func_wall.

Now simply have a trigger target the light/func_wall. The light will now toggle on and off as well as the texture light as you keep triggering it.

Note that the light that the texturelight emits actually looks like as if it was just a point light entity. It won't look the same as how a static texturelight would emit light.
Posted 14 years ago2010-06-22 13:53:16 UTC Post #282286
Thanks muzz! you own.
Skals SkalsLevel Designer
Posted 14 years ago2010-06-22 14:14:51 UTC Post #282288
i dunno muzz i think the textlights work exactly the same switchable or not..
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-06-22 14:19:04 UTC Post #282289
No Captain, without that piece of fgd code added to func_wall, you'll only see the texture switch (+A and +0) when you trigger it, but the light stays static (always on or always off).
Posted 14 years ago2010-06-22 14:52:14 UTC Post #282290
What do you know, one can always learn something new.
Posted 14 years ago2010-06-22 14:55:28 UTC Post #282291
chea your right. i always thought they behaved the same so i did a test map:
User posted image
the switchable texlight is more round like a pointlight--like you said--, and the normal texlight is brighter and more diffuse or less rounded.

Sorry i wrongly questioned you please forgive.

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-06-22 15:24:26 UTC Post #282295
The light itself didn't seem to change, but due to the light entity it now turns on and off.
Skals SkalsLevel Designer
You must be logged in to post a response.