Func_wall_toggle texture changes ? Created 14 years ago2009-08-13 09:00:30 UTC by 23-down 23-down

Created 14 years ago2009-08-13 09:00:30 UTC by 23-down 23-down

Posted 14 years ago2009-08-13 09:02:41 UTC Post #271936
Hi people...

I created a door with a console. After I inserted my keycard I want to make a texture change for the console as long as the door is open.

Example: When the door is closed I have a 'please insert keycard texture'. When it's open I want to have a 'keycard accepted' texture and after the door is closing I want it going back to 'please insert keycard texture'.

But now I'm not really sure how to do that. I never used func_wall_toggle before it's new land for me I'm also not really sure if it's acutally the right func I'm looking for. Can anyone give me a explanation how do to that please?

I tried to find tutorials for my specific task but didn't find any out there.

Looking forward for your answers.

Greetings 23-down
Posted 14 years ago2009-08-13 09:38:26 UTC Post #271937
no func_wall_toggle needed, just switchable texture. learn more here, plus, the forums are sure to have more info if you need.

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Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-08-13 10:00:53 UTC Post #271939
Thanks for the link it's very useful.

It still doesn't explain me excacly what to do.. I will search in the forums again maybe I find something that explains my problem. So far my search results were unsuccessful.
Posted 14 years ago2009-08-13 10:51:43 UTC Post #271940
1. make a texture that says "insert keycard". add the +A prefix to whatever your calling the door texture, aka:

+Akeycard_door

2. make the "keycard accepted" texture. add the +0 prefix to it, or:

+0keycard_door

That covers the texture and naming convention. as far as how you want it to handle triggering the texture change, there are many ways you can go about this... one way:

1. make the "console" a func_wall and give it a name, say:

CONSOLE1

Give your door a name, like: DOOR1

i'm assuming your "keycard" will be in the form of an invisible button? if so, have the button target a multi_manager called DOOR1_MM or whatever you like, with the properties:

targetname DOOR1_MM
CONSOLE 0.01
DOOR 1.0

(enter any delay for the door to open after the sign pops up or none at all and make the door and console both activate at 0.01 or whatev.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-08-13 12:31:44 UTC Post #271941
Oh wow can't believe that it's so easy thank you very much! You've helped me a lot..

I thought I had to use dozens of triggers etc to get that thing working. But in real it's so easy unbelievable.
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