Create traffic lights: Difference between revisions
Biohazard 90 (talk | contribs) (fixed translation) |
(added external link for download compiled map and vmf for Hammer) |
||
Line 86: | Line 86: | ||
Now the map can be compiled and the traffic lights should be working! | Now the map can be compiled and the traffic lights should be working! | ||
=External links= | |||
[http://depositfiles.com/files/o2fdncelg <b>vmf + bsp + screenshots <big>(Counter-Strike: Source!)</big></b>] | |||
[[Category:Level Design Tutorials]] | [[Category:Level Design Tutorials]] |
Revision as of 21:04, 4 June 2011
The Half-Life 2 resources already provide a model of a signal light, this tutorial will explain how a dynamic traffic light can be set up using inputs and outputs.
required Entities
- a
prop_dynamic
with the following keyvalues:
- World Model = props_c17\Traffic_Light001a.mdl
- Disable Shadows = Yes
- Collide with world = Not solid (necessary when you want to place the lights inside the model or very close to it)
- three
point_spotlights
placed at roughly the right position near the model
- one
logic_auto
- two
logic_relays
.
I/O setup
The input and output logic will define how long each light will be visible, this example will use the following durations:
- red and green - 30 seconds
- yellow - 3 seconds
Entity names
The targetname keyvalue defines the name of the entities, the three point_spotlights should use the following names respectively: "greenLight" "redLight" "yellowLight". The first logic_relay will be named "traffLightRelay1" and the second one "traffLightRelay2".
Outputs
The logic_auto requires the following output:
My Output | Target Entity | Target Input | Parameter | Delay | Only Once | |
---|---|---|---|---|---|---|
![]() |
OnMapSpawn | traffLightRelay1 | Trigger | 0.00 | Yes |
Add these outputs to the first logic_relay:

Add these outputs to the second logic_relay:
Now the map can be compiled and the traffic lights should be working!