It’s not possible unless someone models it for me. I could probably implement a very rudimentary form of this but it would require a seriously complicated entity setup for very little reward.
I currently have the rail switch console labelled as “Rail Switch Control”. It’s also two-tone (the only console in BM to be two-tone) and a different colour to all the other consoles. This sets it apart and as I’m going to use it on all the rail switch segments it remains consistent. Most of the rail switch controls will be in plain sight of the rail signals (the arrows/Xs), so you will be able to see them change too.
In more pressing news, the mapping’s gone GREAT today, I’ve got a lot done. Most of the areas have really shaped up nicely. There are still a fair few underdeveloped side areas but for now I’m focussing on the main paths. I’ve pretty much just finished detailing and lighting the entire Office Complex. I’ve yet to seal the map’s leaks, however, so I haven’t been able to test the lighting yet - but I’ve pretty much imitated the lighting setup the BM Devs used for the office on their B map, so I KNOW it’ll look great. I’ve tried my best to make the offices detailed and varied so it doesn’t get boring, and I think it’s looking pretty swanky. Several of the Offices have their own “stories” which you can see in the environment - for example the security office has some cabinets pushed over into the middle of the room, riddled with bullet holes, with the corpses of 2 guards behind them. You can tell that the guards were making a final stand against the HECU and were murdered. Another office with a broken vent is full of Zombies and half-eaten corpses, and bloody everywhere - and as you enter a headcrab falls out the vent. You can tell from the scene that there were probably scientists hiding out in that office when headcrabs started pouring out from the vent.
These types of “story” offices are more prevalent on the top floor, where there won’t be any serious enemy encounters. There aren’t really any on the first floor, because there’ll be a few scripted encounters and battles to hold the player’s interest. It’s shaping up a lot nicer than I thought it would, actually. The first floor has an actiony, fast pace, and the second floor (your objective) is much more subdued. I’m really excited to see what everyone thinks of the Office Complex.
I’m currently working on lighting and enemy encounters. I’m on track to make a media release (screenshots/video) either very late tonight or tomorrow. Thoroughly excited.
The only area which hasn’t been detailed much is, again, that whole C area I mentioned a couple posts ago (basically the segment after the Office Complex). It’s still very bare and has no real purpose. Any ideas would CERTAINLY be welcome, as I’ve fleshed out everywhere else by this point (including B2’s “Rocket Room,” which is looking swanky now).
EDIT: I’ve also come up with a fairly feasible way to block the player from finishing C without their tram. It involves electrified rail. This was how HL1 did it on OaR’s A map and it worked well there. Basically, the last segment of the C map (AFTER the rooms I was talking about earlier), features a small stretch of flooded (the flood is contained within this segment) track, with no walkway. Maybe there are some electrical cables pushed into the water, maybe not. Either way, the rail’s going to be electrified and sparking all over, as is the water. This means the only way for the player to get through this track segment without getting electrocuted is to bring their tram with them. It’s probably more believable and consistent than using doors which only open when the tram approaches.