Ok this is my first tut, so be kind.
Its a good idea to begin with to get your level set up as you want it. The laser I will make will be your standard red always on style beam, so they can be used in most levels to add a bit of extra interest. The entities I'll be using will be:
To begin with, make sure your laser isn't just hanging in mid air, ie it has a sensible reason for being there. Take a look at the pick below. You'll see I've set up a load of computers and a small laser emitter.
Now that the decor is sorted, we can move over to the entites. Lasers are created by having two points connected using the env_beam entity and two info_targets actings as the points. Luckily this is quite easy, as info target only has one attribute.
First, click on the entity button, then place the green cursor on the map on the place where you want the start of the laser to be. Scrole down the list and select "info_target as your entity. Press return to create the entity. Now click on the entity button again, and do the same, except this time put the entity on the place where you want the end of the laser to be. Press return again. You should now have the two entities set up that the laser will start and end at. Heres a pic of the properties windows for the end entity:
You'll notice form the picture that i've given my end info_target the name "end1" do the same for yours, or give it simple name that you can remember. Give the starting entity the name "start1"
Now where ready to create the env_beam, which is the most important part of the laser set up process. Click on the entity button, then scroll down the pannel until you find an entity called "env_beam" place it somewhere out of the way, but accesable. Make sure its near to the two info_targets so who don't have to hunt it down later when you modify it. The attributes for the env_beam should be as follows:
name: beam1
starting entity: start1
Ending entity: end1
Beam colour: 255 9 9
Life: 0 - the beam will continue forever etc
render mode: solid
Like this:
Then click on the flags tab, and select "start on" and "toggle" like this:
Now all thats left to do, (assuming you've got everything right) is run a test, and you should get something like this:

Its a good idea to begin with to get your level set up as you want it. The laser I will make will be your standard red always on style beam, so they can be used in most levels to add a bit of extra interest. The entities I'll be using will be:
- env_beam
- info_target
To begin with, make sure your laser isn't just hanging in mid air, ie it has a sensible reason for being there. Take a look at the pick below. You'll see I've set up a load of computers and a small laser emitter.

Now that the decor is sorted, we can move over to the entites. Lasers are created by having two points connected using the env_beam entity and two info_targets actings as the points. Luckily this is quite easy, as info target only has one attribute.
First, click on the entity button, then place the green cursor on the map on the place where you want the start of the laser to be. Scrole down the list and select "info_target as your entity. Press return to create the entity. Now click on the entity button again, and do the same, except this time put the entity on the place where you want the end of the laser to be. Press return again. You should now have the two entities set up that the laser will start and end at. Heres a pic of the properties windows for the end entity:

You'll notice form the picture that i've given my end info_target the name "end1" do the same for yours, or give it simple name that you can remember. Give the starting entity the name "start1"
Now where ready to create the env_beam, which is the most important part of the laser set up process. Click on the entity button, then scroll down the pannel until you find an entity called "env_beam" place it somewhere out of the way, but accesable. Make sure its near to the two info_targets so who don't have to hunt it down later when you modify it. The attributes for the env_beam should be as follows:
name: beam1
starting entity: start1
Ending entity: end1
Beam colour: 255 9 9
Life: 0 - the beam will continue forever etc
render mode: solid
Like this:

Then click on the flags tab, and select "start on" and "toggle" like this:

Now all thats left to do, (assuming you've got everything right) is run a test, and you should get something like this:
