L4D1
Give
target name to your
dynamic prop (button world model)
DispatchKeyValue ->
"targetname", "mybutton"
In
func button, set
Glow Entity (that mybutton)
DispatchKeyValue ->
"glow", "mybutton"
You have two way to do this.
- Turn Off dynamic prop:
Add output command into func button
Code:
"OnIn" "mybutton,TurnOff,,0,-1"
"OnOut" "mybutton,TurnOn,,0,-1"
Yes, it silly, to hide model.
Or
- Use
HookEntityOutput, listen one of func_button outputs
Code:
output: OnDamaged
output: OnPressed
output: OnUseLocked
output: OnIn
output: OnOut
output: OnUser1
output: OnUser2
output: OnUser3
output: OnUser4
output: OnKilled
Get func button entity index and look propertie: m_glowEntity
Code:
int glowentity = GetEntProp(func_button, Prop_Send, "m_glowEntity");
By default, when no entity have set to glow, it's -1
But when glow entity has set, you get unique entity index.
It's not entity index or entity reference.
I'm not sure what kind/type number it is.
Now you make code when button is pressed and so on.
PHP Code:
// Remove glow entity from func_button
SetEntProp(func_button, Prop_Send, "m_glowEntity", -1);
*ps:
I quickly tried this L4D in-game with addons. I have not tested through Dedicated Server.
And this could also glow dynamic prop through walls, when someone is aiming to func_button. Hard to test alone.
Also, I made those entities with Hammer map editor, not by plugin...
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