Trigger_look is a useful entity. It can be used for a variety of things, however most of the time it is used to instill fear into a player. I will be teaching you how to use and understand this entity by creating a door which opens after we look at three different targets. Understanding this entity will hopefully add a lot more to your singleplayer map.
First, start off by setting up a room. I don't really care how you do it, just something we can use. 256 x 256 should be fine, but isn't necessary. Now that your room is setup we are going to create some decals to use as visual aids for our trigger_look. I have created three overlays and sized them up a bit. They don't have to be decals ? they can be anything (brushes, models, lights; etc.) - we just need something for the player to look at.
Next, let's create our door. It can be either prop_door_rotating, func_door_rotating, or func_door ? just make sure you lock it. Name the door ?look_door? (of course you can name it whatever else you want, this is just for the tutorial).
Now, we need to create a trigger as big as the room the player spawns in. A trigger_look will only work if the player is standing inside the trigger, therefore you need to adjust the size according to your situation.
Time to get down to some fun. Tie this entity to a trigger_look, and take a look around the settings. Everything is pretty self explanatory, with full documentation on each feature. Give it the following settings:
Look Target: target0
LookTime: 1
You can close the properties box now. If you are following this tutorial exactly, go to the decal with the 0 texture (and if you aren't go to your first look target object). Go to the entity list and select info_target, then place one infront of the 0. Open its properties and name it target0.
Now we need to clone the trigger_look entity. Open its properties and give it the following settings:
Name: trigger1
Start Disabeled: Yes
Look Target: target1
LookTime: 1
Next create another info_target (infront of the decal with the 1) and name it target1. Clone the trigger_look once again, and give it the same properties you did for trigger1, except change the name to trigger2 and the look target to target2. Before we go any further, we need to setup a sound to play so we know that our trigger_look has actually been triggered. Create an ambient_generic, and give it the following settings:
Name: sound0
Sound Name: ambient/alarms/klaxon1.wav
Do this twice more, changing the names to ?sound1? and ?sound2?.
We are almost done. I need you to now open up the first trigger_look's properties (the one that doesn't have a name, is enabled, and triggers when you look at the decal with the 0 texture). Go to its Outputs and add the following:
Next, open up trigger1 and do the same, changing the names accordingly. Go to trigger2's Outputs and do the following:
You may be a tad confused about what we just did or may want to know another way to setup your triggers (meaning you can look at all the targets in any order instead of a specific order). Since this is a tight space I had to overlay all the triggers on top of each other, meaning you could look at the last target first and open the door (this would, of course, render the other triggers useless). If you want a way around this you can have the trigger_looks add 1 to a math_counter, eventually adding up to the number of LookTargets you have, then fire an output (to open the door). I will not detail how to do this, however I will include another room in the example map which does.
Congratulations, you have created a working trigger_look and hopefully understood its properties.
Trigger_look Example Map
First, start off by setting up a room. I don't really care how you do it, just something we can use. 256 x 256 should be fine, but isn't necessary. Now that your room is setup we are going to create some decals to use as visual aids for our trigger_look. I have created three overlays and sized them up a bit. They don't have to be decals ? they can be anything (brushes, models, lights; etc.) - we just need something for the player to look at.

Next, let's create our door. It can be either prop_door_rotating, func_door_rotating, or func_door ? just make sure you lock it. Name the door ?look_door? (of course you can name it whatever else you want, this is just for the tutorial).

Now, we need to create a trigger as big as the room the player spawns in. A trigger_look will only work if the player is standing inside the trigger, therefore you need to adjust the size according to your situation.
Time to get down to some fun. Tie this entity to a trigger_look, and take a look around the settings. Everything is pretty self explanatory, with full documentation on each feature. Give it the following settings:
Look Target: target0
LookTime: 1
You can close the properties box now. If you are following this tutorial exactly, go to the decal with the 0 texture (and if you aren't go to your first look target object). Go to the entity list and select info_target, then place one infront of the 0. Open its properties and name it target0.
Now we need to clone the trigger_look entity. Open its properties and give it the following settings:
Name: trigger1
Start Disabeled: Yes
Look Target: target1
LookTime: 1
Next create another info_target (infront of the decal with the 1) and name it target1. Clone the trigger_look once again, and give it the same properties you did for trigger1, except change the name to trigger2 and the look target to target2. Before we go any further, we need to setup a sound to play so we know that our trigger_look has actually been triggered. Create an ambient_generic, and give it the following settings:
Name: sound0
Sound Name: ambient/alarms/klaxon1.wav
Do this twice more, changing the names to ?sound1? and ?sound2?.
We are almost done. I need you to now open up the first trigger_look's properties (the one that doesn't have a name, is enabled, and triggers when you look at the decal with the 0 texture). Go to its Outputs and add the following:

Next, open up trigger1 and do the same, changing the names accordingly. Go to trigger2's Outputs and do the following:

You may be a tad confused about what we just did or may want to know another way to setup your triggers (meaning you can look at all the targets in any order instead of a specific order). Since this is a tight space I had to overlay all the triggers on top of each other, meaning you could look at the last target first and open the door (this would, of course, render the other triggers useless). If you want a way around this you can have the trigger_looks add 1 to a math_counter, eventually adding up to the number of LookTargets you have, then fire an output (to open the door). I will not detail how to do this, however I will include another room in the example map which does.
Congratulations, you have created a working trigger_look and hopefully understood its properties.
Trigger_look Example Map