Small Texture Overlay Question

MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
<div class="IPBDescription">toggling them?</div> Just what is the method of doing this for use with buttons? I know func_wall_toggle has something to do with it, but then there is the issue of the texture on the func_button brush reverting back after being pressed.

Comments

  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    i hope i'm reading your intent correctly.

    You are trying to make an overlay, for a button, which switches with the button it over lays? At least, this is what i think you meant.

    The obvious way to accomplish this is merely create a second button in front of the first . The problem of course is how to trigger the first button with out triggering the second one. this can be done by giving the second button a master which should prevent it from being triggered but can also lead to difficulty pressing the first button. this is the quick and dirty way to do it.

    The second way is to use 2 func_wall_toggle entities. both have the same name as teh buttons target. the ONLY difference between the two except for the texture is that one has the "start invisable" flag on. If the button is a toggle switch this keeps the entity count fairly low and solves the using the button through a button problem. this solution has a few problems: Primarily, it only works on a switch with the toggle flag set.

    in order to get the func_wall_toggles to work with a switch which is not set to toggle one needs to add a multi manager to the mix. when it is triggered it triggers the wall_toggles immediately and again a few seconds later to simulate them being triggered by the switch going off.

    assuming you absolutely desprately need the 1 unit of space the above two methods take up you could do it with func_illusionaries(2), env_ renders(4), and a multimanger. But, that is a bit excessive.

    finally please note that unless you have a .FGD that supports toggleable texture lighting the second stage of the button will not change the color of light around it. this can of course be manually simulated.
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