Open HugoBDesigner opened 2 months ago
I'm not sure how helpful this would be, since if have to add the enable/disable inputs yourself, and place the entity, that's exactly equivalent to just placing the texturetoggle yourself. Only thing it gives you is not needing to type 0
/1
. I guess if in an instance you get the automatic detection of the entity type.
An alternative which might be more generally useful would be to add an input like SetTextureIndexGen
to overlays, then detect and redirect that to a generated texturetoggle.
I don't see how this is any easier than just placing a dummy indicator panel and sending check/uncheck inputs to that
A lot of entities, especially those that can be powered or triggered, have a keyvalue called "Indicator Name", which is a shorthand for dealing with Portal 2 indicator lights and indicator panels. However, some entities don't have it (such as logic entities), and it also doesn't work between instances.
So a new comp entity,
comp_indicator_name
, could make the bridge between them. It'd only need two keyvalues:targetname
, andindicatorname
, and it'd be able to receive two inputs:Enable
andDisable
. That way, mappers could set up their own systems for handling inputs, and then through logic entities or instances they could light up the indicator lights without needing to set up texture toggles or dummy indicator panels.