Sequencing Map Events with logic_relay in Source Engine Hammer
Wire one player action to multiple delayed events in Hammer using logic_relay, then verify the chain on a dedicated server.
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Wire one player action to multiple delayed events in Hammer using logic_relay, then verify the chain on a dedicated server.
Wire Source 1 map entities with named outputs and inputs, then test live with ent_fire.
Wire Source Engine entities in Hammer so a button opens a door and plays a sound, without server code.
Source Engine's Entity I/O moves gameplay logic into map data via a string-based async event bus. Covers C++ declaration model, Hammer authoring, runtime dispatch, and debugging tools for typos, coercion bugs, and circular loops.
Source Engine exposure changes belong in map logic, not client cvars. Use env_tonemap_controller and entity I/O for runtime brightness shifts that work in multiplayer.