Thank you all for your help!

On Thu, Jul 2, 2009 at 12:08 AM, Joe W-A<[email protected]> wrote:
> 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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