Breakable Lights can add alot to the experience of the player, and can also boost your visuals a ton.
How to Create a Breakable Light (MODELS) One way to create a breakable light is by placing two dynamic light props ("cagelighton", "cagelightoff"), and adding corresponding entities, this however long is the best method for creating a breakable light.
You start with your two dynamic props an a light. Name them the following;
light1on (propdynamic light on) light1off (propdynamic light off) light1 (light)
Now that you have your two models, place them in the EXACT same area (otherwise this won't work). Now create a brush that surrounds the light. Texture it with toolsnodraw and set it to the funcbreakable entity. Now create a logicauto entity and add an output of the following nature;
My output named: OnMapSpawn Target entities named: light1_off Via this input: TurnOff
Now go back to your func_breakable and add the following outputs;
My output named: OnBreak Target entities named: light1_on Via this input: TurnOff
My output named: OnBreak Target entities named: light1_off Via this input: TurnOn
My output named: OnBreak Target entities named: light1 Via this input: TurnOff
And your done! Congratulations, you've made your first model based breakable light.
How to Create a Breakable Light (BRUSH) Another way to create a breakable light is to use brushes. However it is ineffective, at times you can't find particular models and it makes it easier.
You start by creating your light brush (texture it with lights/white01) and making it a funcwalltoggle, do likewise with another brush only texture it with black. Now create a light entity that corresponds with them. Name the new entities like such;
light1on (funcwalltoggle white brush) light1off (funcwalltoggle black brush) light1 (light entity)
Now that you have your two brushes, place them in the EXACT same area (otherwise this won't work). Now create a brush that surrounds the light. Texture it with toolsnodraw and set it to the funcbreakable entity. Now create a logicauto entity and add an output of the following nature;
My output named: OnMapSpawn Target entities named: light1_off Via this input: TurnOff
Now go back to your func_breakable and add the following outputs;
My output named: OnBreak Target entities named: light1_on Via this input: TurnOff
My output named: OnBreak Target entities named: light1_off Via this input: TurnOn
My output named: OnBreak Target entities named: light1 Via this input: TurnOff
And your done! Congratulations, you've made your first brush based breakable light.




