What's in the course
18 lessons, from your first trigger to a finished Easter egg
Unit 1 · Start here
Plan & wire up
- Designing an Easter eggSteps, feedback, and what can go wrong in solo and co-op.
- Finding things from Radianttargetname KVPs, getEnt, getEntArray and struct::get.
- Triggers: press to interactHint strings, waittill("trigger", player) and one-time triggers.
- Flags: remembering progressflag::init, set and wait_till, and why waittill can miss things.
- The step runnerA list of step functions run in order: the modular backbone.
Unit 2 · Pick any, in any order
Step modules
- Collect the partsFind every piece scattered round the map.
- ShootablesDamage triggers, means of death and counting each one once.
- Soul boxZombie death callbacks and distance checks.
- Code puzzleButtons in the right order, with a reset.
- Beat the clockA timer thread cancelled with endon.
- Wait for a roundSteps that only open up from a certain round.
- Carry & placePick a part up and bring it somewhere.
Unit 3
Feedback & polish
- Moving the worldmoveZ, rotateYaw, movedone and deleting things.
- Feedback: sounds, hints & progressplaySound, hide, show and the big moments.
- Co-op, solo & things that breakDouble presses, lost items and loops that never end.
Unit 4
Reward & ship it
- The rewardPoints for everyone, power-up drops and weapons.
- Project: your own Easter eggCombine three or more modules into your own Easter egg.
- Putting it in your mapYour own .gsc file, the zone file, Radiant and testing.
The pretend map knows the real BO3 functions these lessons use (getEnt, setHintString, flag::,
struct::get, moveZ, zombie death callbacks, power-up drops), so what you write here is the same GSC you'll put in
your map. Stuck? Ask on Discord or check the GSC reference.