• Changing Textures for an in-game calculator
    3 replies, posted
I'm trying to create an in-game calculator that you can press with the use "E" button. I don't want to be over-crowding my map with a lot of func_brushes and be disabling and enabling them all
A calculator? Woah stop there. What function do you want it to serve? Like actually doing calculations on the spot?
Sorry, I forgot to be more specific. I was expecting a basic calculator that adds up numbers
You can use a vtf with 10 picture in it. And a .vmt with the correct proxies parameters. That way you can use a env_texturetoggle, to SetTextureIndex to what you want. And that would only need 2 brushes (or more if you want to go over 99). With a math_counter that do the first number, and OutValue trigger a logic_case outputs, and OnHixMax it add 1 to the 2nd counter (which use OutValue to trigger another logic_case outputs) and reset the first counter to 0. So the whole cycle restart for the counter 1. To sum it up: - One counter do the 0-9, OutValue it do InValue on a logic_case. It will trigger the corresponding case. OnHitMax, that counter reset itself to 0, and will Add 1 to the 2nd counter. - 2nd counter do the 0-9 so you can reach 10,20,30,etc.. OutValue it will do InValue on a logic_case. As this counter receive 1 when the first counter HitMax, it will trigger the corresponding output on the 2nd logic_case. - the logic cases will have the SetTextureIndex - And your button will just add 1 to the first counter. Example: 00 -> 01 -> 02 ->.... -> 09 -> Counter1 reset to 0 and add 1 to Counter2 -> 10 -> 11 ... -> 19 -> same as before -> 20 I hope i explained well. That way is a lot better than using +20 func brush
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