Valve logic_relays (dustbowl specifically)

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lucky

¯\_(ツ)_/¯
May 25, 2009
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I was looking through valve's Dustbowl map for help on the round specific things (e.g. fences and stairs ) and I notice on the cap it had two logic_relays.

one called "cap1" with an input from the trigger when capped by blu, with an output to a second logic_relay called "cap1_triggers", which enables and disables the blu and red trigger_multiples for the spawn door respectively.

The trigger for the cap itself outputs changes for skins, brushes and cameras (basically everything else). Is there any good reason they use the one relay for the trigger_multiples, and WHY do they have a relay to tell a relay to do it's thing?!

Are the relays needed at all?
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
A slightly crazy love for relays :/
well, thanks for the answer (;

On a completely unrelated note - what is the "DA" button for in hammer, the top toolbar?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
DA? Do you mean DR? If so, it highlights vertecies on displacements that will be discarded in the final mesh because of different power displacements being sewn into one.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Ah sorry yes..

I have two displacements that sew together with different powers, but there are no highlighted vertices?
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
I still don't see that as an excuse for a relay to tell a relay to start and nothing else (not even a delay).
 

Yourself

L1: Registered
Jun 13, 2009
30
1
I use relays to logically group similar outputs rather than having a huge list (which Hammer never seems to put in the order I want) in a single entity.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Relays are endlessly useful. It simply allows you to group specific outputs and inputs in a more organised fashion.