Creating indicator lights
This tutorial will show you how to make those indicator strips on the ground and walls that change color when the trigger is activated. It assumes you have moderate knowledge on the Hammer Overlay Tool.
Overlays
The bulk of the lights are comprised of info_overlays. The four textures used are:
signage/indicator_lights/indicator_lights_floor
signage/indicator_lights/indicator_lights_wall
signage/indicator_lights/indicator_lights_corner_wall
signage/indicator_lights/indicator_lights_corner_floor
- Create a path using the above
info_overlays
from your trigger to whatever they should activate. Give them all the same name; in this example we will use button_lights. The strips should all be 8 units wide and any length.
If a strip reaches the end of a brush so that a circle is partly cut off, you may be able to correct the problem using these steps as an alternative to simply moving the strips.
- Set the U Start to 0 and U End to length divided by 32, rounded to the nearest 0.25. This will distort the circles of the indicators slightly, but the indicator strip will end without a partial circle light. This is appropriate for longer strips.
- If one of the ends of the strips is concealed by a switch, button, or other object, set the U Start to 0 and U End to length divided by 32, exactly. If your U End is not divisible by 0.25, look at which end of your indicator strips ends with a partial circle light. To switch which end of the strip has the partial light, change your U Start to your old U End value, and change U End to 0.
- The easiest way is to resize the overlay to 8*32, then turn off texture lock and resize it's length to requirements.
Checkmark box
1. Create a prop_static with the following properties:
Property Name Value World Model models/props/sign_frame01/sign_frame01.mdl
Align it so it will be at the end of your light path.
2. Create a 32Wx4Lx32H block brush textured with tools/toolsnodraw. Texture the front with signage/signage_doorstate. Align this brush so it fits inside the prop_static
sign frame.
3. Tie the brush to a func_brush entity and give it the same name as your info_overlay
entities.
Making it Work
1. Create a env_texturetoggle entity somewhere near your overlays. Give it the following properties:
Property Name Value Name button_lights_toggle Target Brush(es) button_lights (or whatever you named the overlays/func_brush)
2. Now just add the following output to the trigger for your button/switch/etc:
You now have helpful indicator lights to put around your map!
See also
External links
- Example map Example map using this tutorial. VMF included.