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