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…
I created a new thing on func_msgboard about fixing a backwards compatibility issue. Start here