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.
Source Engine hides latency by running identical movement code on client and server. Learn how lag compensation rewinds hitboxes for hitscan and how the 100ms default lerp creates a fixed peeker's advantage for map design.
Wire Source Engine entities in Hammer so a button opens a door and plays a sound, without server code.
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In Source SDK 2013, entity replication is driven by Send/Recv tables and the engine's PVS check. Learn when to trust the default and when to force FL_EDICT_ALWAYS.
Learn how the Source Engine uses BSP and PVS to manage visibility and collision, and why 'leaks' in your brush geometry can break your map compilation.