Activating And Deactivating Triggers
Yeah, the follow up you all saw coming is here, how to turn last week's hack into a trigger which turns on and off, in a slightly better way than previous attempts.
https://tomeofpreach.wordpress.com/2017/01/22/respawnable-trigger_once-experiments/
There's some bonus content here as well, the map features a better logic gate. I need to write this up into a proper article, but here's the deal:
In the logic gate post a few years back, the idea was to have two entities that attacked the gate itself. One used player lightning to inflict a high amount of damage, and "kill" the gate (provoking one reaction) and the other used the player axe attack to do less damage, only "hurt" the gate, and so cause a different effect. Last year I discovered that you need a 4th entity to aim the axe attack and make it hit reliably, and on top of the extra overhead you need to keep the entities in the right order in the map or it doesn't work.
For the example map in the new hack, I had the bright idea of trying to replace the axe attack with something that doesn't have this problem. It turns out that shambler lightning fits the bill perfectly - it works just like player lightning but only does 1/3 of the damage. It doesn't even need ammo! There's also something quite poetic about the idea that the logic gate is now literally powered by different levels of electric current...