how to make lights that turn of shoot them?

how to make lights that turn of shoot them?

Re: how to make lights that turn of shoot them? Posted by SVIN on Wed Jan 19th 2005 at 8:21pm
SVIN
52 posts
Posted 2005-01-19 8:21pm
SVIN
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52 posts 15 snarkmarks Registered: Jan 10th 2005 Occupation: stockholm Location: sweden
how to make lights that turn of shoot them? i mean like street lamps that brakes (i dont want so if u shoot again the light comes again)
Re: how to make lights that turn of shoot them? Posted by dabait on Wed Jan 19th 2005 at 9:01pm
dabait
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Posted 2005-01-19 9:01pm
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15 posts 2 snarkmarks Registered: Dec 28th 2004
In the old HalfLife, I'd create a func_breakable which
targeted a light entity. The breakable can be anything you
want... or nothing: an invisible brush that you put near your light
'fixture'. Here's a diagram (looks better on a white background)
that shows a setup that includes the glowing sprite near the 'bulb' --
it could be simplied to just include the func_breakable and
light entities if you wanted:

User posted image

Now, in HL2... there might be some changes, but it seems like this should still work -- see the next post... good info there.
Re: how to make lights that turn of shoot them? Posted by Neural Scan on Wed Jan 19th 2005 at 9:06pm
Neural Scan
150 posts
Posted 2005-01-19 9:06pm
150 posts 85 snarkmarks Registered: Jun 28th 2003 Occupation: Student Location: England.
It's the same process as hl1 (you need a func_breakable and a light), but instead of targetting other entities you use the Input/Output system. My guess is you create and input on the breakable (something like On Break, there'll be a list of stuff) which targets the light. The output is then chosen (Turn Off will probably be listed).

I haven't looked much at it, but the Input/Output system is actually very simple, it only took me a minute to see how it worked. There's always tutorials though (I think there's one right here on Snarkpit).

Have fun.
Re: how to make lights that turn of shoot them? Posted by dabait on Wed Jan 19th 2005 at 9:08pm
dabait
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Posted 2005-01-19 9:08pm
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15 posts 2 snarkmarks Registered: Dec 28th 2004
Quite right! The 'input' and 'output' aspects of the HL2 entity system had slipped my mind! Big improvement!
Re: how to make lights that turn of shoot them? Posted by Dred_furst on Wed Jan 19th 2005 at 9:16pm
Dred_furst
455 posts
Posted 2005-01-19 9:16pm
455 posts 135 snarkmarks Registered: Sep 3rd 2003 Location: UK
Indeed, also looks cooler with a swinging light,
Re: how to make lights that turn of shoot them? Posted by Nasher on Wed Jan 19th 2005 at 9:34pm
Nasher
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Posted 2005-01-19 9:34pm
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12 posts 1 snarkmarks Registered: Dec 2nd 2004 Occupation: oddjob Location: UK
Try an invisible func_button with "damage activates" ticked over the light you want to shoot, then just add the light into the output etc.
Re: how to make lights that turn of shoot them? Posted by Leperous on Wed Jan 19th 2005 at 11:01pm
Leperous
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Posted 2005-01-19 11:01pm
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Why bother with an env_render, just Kill the sprite!