Here's one i thought of a while ago. You all know that only the first 4 info_intermissions can get used in a level. You could set it up so that if a player meets some requirements (like finding some special secret, killing all the monsters, or something) you killtarget all 4 "regular" info_intermissions, so that the 5th one gets used instead -- and the 5th one would point to some cool secret vista.
...I've got the weapon drop hack to work in level before (see the first ogre in dis_cr8z, but I've never been able to get the ammo drop hack to work. Would someone care to explain in detail?
Good thread BTW!
Add an effects field with a value of 1,4 or 8 to an entity to make it emit light. If the entity is mobile (like a door or a monster) the light will travel with it.
Possible use? Light a maze using mostly glowing monsters, so as the kill-count rises, the map gets harder to navigate.
This is a great thread because tips like this aren't as easy to come by as they used to be.
Respawning Items Without QC
Ok, just figured this one out, it follows on from the stuff I posted in the mapping help thread, but that isn't required reading to understand how to do it. Take any item that respawns in deathmatch(I've only tested ammo but see no reason why anything else should fail). Give it the following fields
Then make a trigger relay with these fields
Here's the flow of action. You pick up the shells(or whatever) and so the shells fires it's target. The target is the trigger relay, which begins counting to 20. When it reaches 20, it fires it's target, which is back to the shells. Here's the cunning hack, the use function of the shells is SUB_regen, the function called in dm to respawn items. So the shells are respawned! If you have multiple items you'll get odd behaviour if you don't give them all unique names.
Of course, you aren't constrained to items respawning on a timer. You could have an arena with items, two waves of monsters, and then have all the items respawn once the second wave comes in. Assuming killing all the monsters sets off a trigger_counter with target "secondwave", give the items you want respawned the following keys:
Et voila! Loads more ammo just in time for the next attack. And for once you're probably saving entities, handy for those maps which are pushing the limits in that direction. Luckily calling SUB_regen is perfectly safe on items that are already spawned. You get the respawn noise even if it's already there, but the item isn't affected at all.
Ok, I think that's enough for tonight. Tomorrow I might do a few reposts, the triggerable trigger and the heal trigger and those, along with further experiments into unusual ammo supplies and perhaps something very old and special...
That is uber cool. Hello healing pool!
I didn't even really know all these hacks existed, must not have been paying attention when people started using them.
What's the info_notnull explosion hack mentioned in the initial post?
Thanks for the good thread. ;)