How to make a pointer / gauge in HL/CS m Created 7 months ago2017-12-07 18:02:29 UTC by anderlli0053 anderlli0053

Created 7 months ago2017-12-07 18:02:29 UTC by anderlli0053 anderlli0053

Posted 7 months ago2017-12-07 18:02:29 UTC Post #338333
I am trying to create a pointer / gauge for HL/CS map when you press the button the pointer/gauge moves to other side, indicating change.

I don't know where or how to start exactly..

Please look at those 3 animated GIFs

Here are 3 pictures of what i am talking about:

http://shrani.si/f/3m/7k/3YH47sr9/2.gif

http://shrani.si/f/a/10M/hxMogyq/1.gif

http://shrani.si/f/25/MY/1WHVGvmJ/3.gif

Can someone explain and help me with some info?

Thanks in advance :)
Posted 7 months ago2017-12-07 18:25:25 UTC Post #338334
You can make something like that by tying the arrow to func_door_rotating, func_rotating or func_pendulum, depending on what you want your arrow to do.

You can find more info about these entities in the Half-Life entity guide or in the "Tutorials" section.
Posted 7 months ago2017-12-07 18:40:34 UTC Post #338335
Ok, i am trying to specifically do that

http://shrani.si/f/25/MY/1WHVGvmJ/3.gif

When i press the button it moves from red to green (like in game)
Posted 7 months ago2017-12-07 18:41:08 UTC Post #338336
by "arrow" you mean what exactly?
Posted 7 months ago2017-12-07 19:02:08 UTC Post #338337
"By "arrow" you mean what exactly?"
The "pointer".
"When i press the button it moves from red to green (like in game)"
I already gave you a clue. It would be much better if you figured this out by yourself though.
This tutorial should explain how to set up a rotating door.

You see, all the difference between a rotating door and your pointer is in the shape, the size and the rotation axis. So you have to tie the pointer and its origin brush to func_door_rotating, configure it the way you need and give it a name to later trigger it with a button.

Also, you may find this page pretty useful. Check it out.
Posted 7 months ago2017-12-07 19:07:46 UTC Post #338338
Ahh i see now, ok thank you for help
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