How make Cave Johnson SHUT UP?!
How do I turn him OFF
CamBen wrote:
Alternatively, you can create another instance as a copy of the global pti ents that does not even give the option to play the lines. That way, you will not ever have issues with it.
You could do this; but don't overwrite the original instance, provided by default, give it a different name 
yishbarr wrote:
Can't you just set a simple parm to 1? There's no need to copy the instance.
It takes about 2 seconds to make a new instance, and gives you one less thing to worry about each time you make a map. I see no downsides.
func_instance
$disable_pti_audio - ???
VMF - instances/p2editor/global_pti_ents.vmf
replace - $disable_pti_audio
FelixGriffin wrote:
How was it vague? Set the value to 1 and the lines will stop.
now, "What is a '1' ?" 
So this shit here didn't exist
I dont normally use instances because why the hell would I want extra files cluttering up my folders that are purposed for a single map when i can drag and drop the whole damn thing into my maps and edit it as I go?
Yes you "Could" Drag & Drop that whole thing into your map, but as far as i know doesnt the workshop accept that.
Fracture wrote:
... why the hell would I want extra files cluttering up my folders that are purposed for a single map when i can drag and drop the whole damn thing into my maps and edit it as I go?
That's not the point. You could say "why make an entity for a prop_weighted_cube when you can just make a prop physics that has outputs to change skins, entities to dissolve it, filters to allow it and the player only onto buttons?" It's because sticking one piece down in about 2 seconds is a whole lot easier than copying and pasting randomly strewn about entities each time and adjusting its properties each time.
but whatever, I fixed it and I hope to god I actually fixed it, I have no way of telling unless someone who hasn't heard all PTI cave voices were to make a video of it
And instances really are valuable. Imagine if the Workshop format changes. Do you really want to fix each and every one of your Hammer maps separately by hand?
yishbarr wrote:
What did Valve make instances for?
I am not sure if this is a rhetorical question or not, but if it isn't, it's because, in a big release like Portal, they need to save as much time as possible - instances were the way to do it. They allowed Valve to easily reproduce things with the click of a button.

Look at this - almost everything complex is an instance. The example maps are chock-full of them.