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How to add player controlled lights for MP or SP maps.
By <|WHC|>Grassy Web: www.whcclan.com Email: mpat9169@bigpond.net.au
In Game Screenshot:
Step 1:
Place your xmodel light_off types and give them these keys and values,
key: targetname value: lightoffmodel
key: script_noteworthy value: room1
And change them into script_models, dont leave them as misc_models!
Step 2:
Now place your xmodels light_on types exactly in the same spot as the off
models and give them these values,
key: targetname value: lightonmodel
key: script_noteworthy value: room1
And change them into script_models, dont leave them as misc_models!
Step 3:
If you want a model to represent the light switch you can make one out
brushes
and define it as a script_brushmodel or use an existing xmodel and define it
as a script_model. You can have any number of models coresponding to the
triggers
and just follow the same naming convention. The script will still work ok if no
models
are found, but you wont get a sound played when triggered.
key: targetname value: lightswitch
key: script_noteworthy value:room1

Step 4:
Place your trigger (trigger_use) where you want them and give them the
required values
key: targetname value: lighttrigger
key: script_noteworthy value: room1
key: hintstring value:Press Use to work lights (or
anything else you want to display)
Step 5:
Now for the actual lights, create two script_models and position them on the
light xmodels, then select
each in turn and give them these keys and values. You can change the color as
well by pressing K.
Key: targetname value: light
Key: script_noteworthy value: room1
Key: light value: 60
Note* I recomend you stay below 100 for light value or it will show through
everything.
Step 6:
I hope you find this tutorial, script and light system useful.
Regards Grassy.
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