...creates things that melt people's minds in the real world, let alone in Hammer...
Make sure you go to the Youtube page to see who made the song!
After having the idea hit me and quickly thinking out how I would do it, it took about 4-5 hours to find the entities I could use because I had trouble figuring out what code and functions were supported on what entities
(totally not consistant or reliable, mind you)
After that it was only about 90 minutes of construction to put it all together.
Then it took me 2 days to make the video.
What's it made of?
All 26 cubes are func_physbox with all physics simulation disabled. Each of the six sides has a trigger_multiple for detecting the cubes and a momentary_rot_button for rotating the cubes.
The 48 activation panels are grouped into 12 damage-activated func_buttons.
How's it work?
When you shoot one of the buttons the following sequence occurs:
• All buttons are locked.
• The required trigger_multiple is enabled, tying the 9 func_physbox residing on that side to the m_r_b via SetParent.
• m_r_b is told to rotate 90 degrees (position 0 or 1, it has a 180 degree range and starts at .5).
• trigger_multiple disables.
• m_r_b reaches the rotated position.
• func_physboxs have their parent cleared (delayed input from the trigger).
• m_r_b reverts itself to the centered position (delayed self input from finishing its movement).
• All buttons unlock.
Matt wanted I/Os too, so here: bing bong
I wanted to attach it since it doesn't really fit into downloads... there is no "random entity madness cause snark was being ridiculous" category.
But apparently it's too big for an attachment, so tut resources will have to do... Download
Also: cookies to whoever is first to guess how I colored the puzzle without decompiling or using console commands.
After having the idea hit me and quickly thinking out how I would do it, it took about 4-5 hours to find the entities I could use because I had trouble figuring out what code and functions were supported on what entities
After that it was only about 90 minutes of construction to put it all together.
Then it took me 2 days to make the video.
What's it made of?
All 26 cubes are func_physbox with all physics simulation disabled. Each of the six sides has a trigger_multiple for detecting the cubes and a momentary_rot_button for rotating the cubes.
The 48 activation panels are grouped into 12 damage-activated func_buttons.
How's it work?
When you shoot one of the buttons the following sequence occurs:
• All buttons are locked.
• The required trigger_multiple is enabled, tying the 9 func_physbox residing on that side to the m_r_b via SetParent.
• m_r_b is told to rotate 90 degrees (position 0 or 1, it has a 180 degree range and starts at .5).
• trigger_multiple disables.
• m_r_b reaches the rotated position.
• func_physboxs have their parent cleared (delayed input from the trigger).
• m_r_b reverts itself to the centered position (delayed self input from finishing its movement).
• All buttons unlock.
Matt wanted I/Os too, so here: bing bong
I wanted to attach it since it doesn't really fit into downloads... there is no "random entity madness cause snark was being ridiculous" category.
Also: cookies to whoever is first to guess how I colored the puzzle without decompiling or using console commands.
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