Everyone knows how to fix the rotfish kill count bug in QuakeC. Today we’re not even going to bother, with a hack we can get correct kill counts in unfixed id1 Quake! For style points, we’ll add a way to do it without needing to add an entity.
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.
The quest continues to create a trigger_multiple which can be activated and deactivated at will. The previous post described how to make a trigger_once which can be triggered active, but cannot be deactivated again. Can it be adapted to help our quest?
The story so far…
In the early days we created a delayed spawn trigger_once. Our quest will not be over until we can create a trigger_multiple which is toggled on and off when triggered. Today we will get closer, read on…
One of the features added quietly to Quoth 2.2 was an entity class called info_logic_random – in fact it was so quiet I forgot to link this class from the main tutorial after writing the tutorial entry. Our challenge today is to create a hack for vanilla quake which does something similar. Continue reading