It comes up time and time again in map hacks, but why is SUB_CalcMoveDone such a versatile function? Today she gets her day in the sun, where we learn all the useful features of the function, revisit some old applications and see some new ones as well! Continue reading
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
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
MissBubbles asked on func_ if it’s possible to create a
func_door which inflicts damage when touched – as opposed to just when it is blocked by an entity.
func_door is notoriously resistant to map hacks because its spawn function is extremely busy, which locks down lots of the traditional routes to creating a map hack. Challenge accepted! Continue reading