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Editing Map based hacks

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* Create an info_notnull entity.
 
* Create an info_notnull entity.
* Add the key "use" "barrel_explode".
+
* Add the key (use : barrel_explode).
 
* Give it a targetname and create some kind of trigger that targets it.
 
* Give it a targetname and create some kind of trigger that targets it.
  
 
When the trigger is fired, an explosion will occur where the info_notnull is. Be careful, since the explosion is more than just an effect and will injure the player if they are near enough. This is especially true of barrel_explode, as it is one of the most powerful explosions in the game. Fortunately, there are two other explosions that can be used instead by setting the value of the 'use' key to one of the following:
 
When the trigger is fired, an explosion will occur where the info_notnull is. Be careful, since the explosion is more than just an effect and will injure the player if they are near enough. This is especially true of barrel_explode, as it is one of the most powerful explosions in the game. Fortunately, there are two other explosions that can be used instead by setting the value of the 'use' key to one of the following:
  
* ''barrel_explode'' - Barrel explosion
 
 
* ''OgreGrenadeExplode'' - Ogre grenade explosion (low damage and fairly safe)
 
* ''OgreGrenadeExplode'' - Ogre grenade explosion (low damage and fairly safe)
 
* ''tbaby_die2'' - Spawn death explosion
 
* ''tbaby_die2'' - Spawn death explosion
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How does this work? train_wait is a function used by [[func_train]] entities, which plays it's "noise" property. A variation on this hack is to do "use" "plat_hit_bottom" and "noise1" "<sound>", which works much the same way.
 
How does this work? train_wait is a function used by [[func_train]] entities, which plays it's "noise" property. A variation on this hack is to do "use" "plat_hit_bottom" and "noise1" "<sound>", which works much the same way.
 
===Shoot Monster Projectiles===
 
This can be a fun one to fool around with. Many of the monsters in Quake have projectile attacks, and we can make an entity that can shoot them on command! Note that these do also play the sounds of the monster shooting them.
 
 
There are also a few caveats: First, in general, you need the monster already present in the map so that the precaching of sounds and sprites and such will work. Second, you need to target them at an entity that will be the 'enemy', which means knowing it's index in the edict list.  If you want to shoot at Player1, this is simple, as Player1 is always index 1. Some of these also require the targeted enemy to be alive, which means they need "health" "1".
 
 
* Create an info_notnull entity.
 
* Add the key "use" "OgreFireGrenade". (Or any other function listed below)
 
* Add the key "health" "1". (Being 'alive' is required by some enemy attacks)
 
* Add the key "enemy" "<index of enemy to target>".
 
* Give it a targetname and create some kind of trigger that targets it.
 
 
When triggered, the info_notnull above will fire a grenade toward it's enemy (remember, Ogres are not Z-Aware, so will not angle the shot up or down). You can find the index of entities via the console command ''edictlist'' in most modern engines. Note that the index of an entity is not always guaranteed to be the same on all difficulties or after adding or removing entities from a map. Here are some other projectiles you can use:
 
 
* "OgreFireGrenade" - [[Ogre]]'s Grenade.
 
* "CastLightning" - [[Shambler]] Lightning (you may want to trigger this multiple times)
 
* "hknight_shot" - [[Death_Knight|Hell Knight]] magic attack. This is just 1 missile.
 
* "Wiz_StartFast" - [[Scrag]] slime bolt. 2 are fired.
 
* "enforcer_fire" - [[Enforcer]] laser.
 
* "ZombieFireGrenade" - [[Zombie]] gib toss.
 
* "boss_missile" - [[Chthon]]'s homing lava balls.
 
* "ShalMissile" - [[Vore]]'s homing voreball.
 
  
 
===Increment the Monsters Killed===
 
===Increment the Monsters Killed===

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