Last week’s map hack post had a requirement that some of the triggers fire in a particular order. In that post, the ordering was achieved by applying a delay to one of the triggers, but this was acknowledged to be insufficient for the map to work in co-op. In order to get the ordering without the delay, we could have resorted to putting the entities in a specific order within the map, as seen in several previous hacks. But can we do any better…
Jon Cednert submitted the latest reader challenge.
I have 5 statues in a room, kindof in a circle. There’s also 5 spotlights that each points to a statue, but they are turned off by default. Whenever you walk up to any of the statues, I want its corresponding spotlight to light up, and stay on, even if you walk away from the trigger.
The only thing that could turn that first spotlight off, is by walking up to any of the other 4 statues, and light up its corresponding light.
Challenge accepted! Here’s a quick video of the map I came up with
Time to revise an old classic. I wrote a tutorial on Inside3d some time ago on how to make a spawnflag for teleporting monsters. One of the features I was proud of in the code was that the changes were centralised – you didn’t need to modify each monster individually to apply the spawnflag. Since the original is no longer live, but demand for the feature continues, I’ve decided to repost it. Continue reading
In the first of the 2017 logic gate series I described a map hack that creates a multi-way switch, where a gate can be switched between two or more outputs (one of which might not have a target) and then the chosen output be triggered. Today we will look at ways of connecting two or three of these switches together, to make the AND gate, OR gate, and the XOR gate. Continue reading