i've never used it, but doesn't env_texturetoggle work

2009/7/2 Jeff Moghadam <[email protected]>

> 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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