Oh, yeah, if you want a toggling texture, you'll need (2) triggers. Have the
output for trigger(1, trigger1 enabled on spawn) disable func_wall(1), and
enable func_wall(2), and disable itself (trigger1), then have it enable
trigger(2), which is just a copy of trigger1 with different outputs.

SO:

Staircase1:
type: func_wall
start enabled

Staircase2:
(same size, position as staircase1)
type: func_wall
start disabled

Trigger1:
OnTrigger | staircase1 | disable | 0.0 seconds
OnTrigger | staircase2 | enable | 0.0 seconds
OnTrigger | Trigger1 | disable | 0.0 seconds
OnTrigger | Trigger2 | enable | 0.0 seconds

Trigger2:
(same size, position as Trigger1)
OnTrigger | staircase1 | enable | 0.0 seconds
OnTrigger | staircase2 | disable | 0.0 seconds
OnTrigger | Trigger1 | enable | 0.0 seconds
OnTrigger | Trigger2 | disable | 0.0 seconds

Let's say each trigger is a button. The buttons are in the same position,
and takeup the exact amount of space. In hammer, both are visible, however
while in the game, at first only Trigger1 will be visible (the other is
disabled). So, when the map starts, trigger1 will be visible, and
staircase1, with its unique textures, will be visible. Once the button (the
trigger, "trigger1") is pressed, staircase1 will dissapear, and staircase2
will reappear in the same position. The same will happen with the
buttons/triggers. Trigger1 will become disabled, and Trigger2 will be
enabled. Once the button is pressed a second time (in-game it will appear to
just be one button), the staircase will be reverted, and the button/trigger
will be reverted aswell.

I hope this helps
-Jeff

2009/7/1 Alfonso Arbona <[email protected]>

> I think that he wants to change the texture.
> To do that, I'd make 2 func_wall, one with a texture an another with the
> second texture, and I'd toggle them as they said.
>
> Jeff Moghadam escribió:
>
>> I think just disabling a func_wall works fine (have it start disabled).
>> You
>> could also do a func_breakable with a virtually infinite amount of health
>> (999999999999999999999999 or so).
>>
>> On Wed, Jul 1, 2009 at 3:26 PM, tim messier <[email protected]>
>> wrote:
>>
>>
>>
>>> If this is for GoldSrc (HL one) use func_wall_toggle with the Toggle
>>> input. http://developer.valvesoftware.com/wiki/Func_wall_toggle
>>>
>>> If this is for Source (HL2 and beyond) use a func_brush with the
>>> Enable/Disable input.
>>> http://developer.valvesoftware.com/wiki/Func_brush
>>>
>>> Start out with the stairs Toggled off/Disabled then have a trigger
>>> Toggle it on/Enable.
>>>
>>> On Wed, Jul 1, 2009 at 3:12 PM, Peter Enerccio<[email protected]>
>>> wrote:
>>>
>>>
>>>> Hello,
>>>> I've got an idea for a map but I cam kinda stuck at how to make
>>>> staircase appear out of thin air, so I would like to ask if it's
>>>> possible to change texture and passability of func_wall? Thank you
>>>> very much.
>>>> Enerccio
>>>>
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