Logic gates for 2017

Logic gates go back a long way in Quake, starting with metlslime’s tutorial for Quake 2 all the way back in 1998. I first came across them on qmap, the now lost predecessor of func_msgboard. In 2013 I wrote a tutorial on this blog on how to create a logic gate using entity hacks, to take some of the computer-made-from-dominoes out of them. Then in 2016 I edited that post to fix some bugs, and it turns out the fix I wrote was over-complex in some ways, and still deficient in other circumstances.

Given that, I’ve decided to write up my latest design for logic gates in a stand-alone article. Apart from providing a single place for new readers to get the design from, I hope that the simplification in the new method and the extra features it offers will be helpful for everyone.
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Rapid-fire trigger_hurt

One of the most obvious questions to ask of trigger_hurt is “how do I make it attack faster?”. The current rate of once per second feels wrong for many sources of danger, and can cause issues in situations like a kill trigger in a void, where a backlog can build up if many monsters/players fall in at once. While some mods offer this as an enhancement, today we’ll see how to do it as an entity hack.
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