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.
Source Engine NPCs get stuck because legacy nodes don’t cover continuous walkable space. A built-in NavMesh of convex polygons stored in a .nav file gives reliable A* pathfinding, but it must be generated and kept in sync with map geometry.
Learn how to slash VVIS compile times and reduce runtime overdraw in the Source Engine by strategically converting decorative world brushes to func_detail.
Fix Source Engine map leaks with the pointfile, then cut VVIS compile time using func_detail, areaportals and hint brushes.