How make Cave Johnson SHUT UP?!

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Fracture
797 Posts
Posted Nov 08, 2013
So I uploaded some of my maps into the workshop, only to find out that in there does cave start rambling at the beginning of every custom map as well.

How do I turn him OFF

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TeamSpen210
608 Posts
Posted Nov 08, 2013
Replied 19 minutes later
Set the 'disable_pti_audio' instance variable in the global_pti_ents instance to 1. This disables the relay which triggers this.
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CamBen
973 Posts
Posted Nov 09, 2013
Replied 8 hours later
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.
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Lpfreaky90
2,842 Posts
Posted Nov 09, 2013
Replied 29 minutes later

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 :biggrin:

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Fracture
797 Posts
Posted Nov 09, 2013
Replied 18 hours later
couldn't I just paste in the contents and delete the output?
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Gemarakup
1,183 Posts
Posted Nov 10, 2013
Replied 4 hours later
Can't you just set a simple parm to 1? There's no need to copy the instance.
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CamBen
973 Posts
Posted Nov 10, 2013
Replied 8 minutes later

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.

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Fracture
797 Posts
Posted Nov 11, 2013
Replied 1 day later
okey this is what i got, I hope this is right because I don't get the audio anymore now that i heard them all

func_instance
$disable_pti_audio - ???
VMF - instances/p2editor/global_pti_ents.vmf
replace - $disable_pti_audio

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Gemarakup
1,183 Posts
Posted Nov 12, 2013
Replied 7 hours later
If you set that to 1, that's what makes it stop.
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Fracture
797 Posts
Posted Nov 13, 2013
Replied 1 day later
that was a vague response
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FelixGriffin
2,680 Posts
Posted Nov 13, 2013
Replied 54 minutes later
How was it vague? Set the value to 1 and the lines will stop.
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User
630 Posts
Posted Nov 13, 2013
Replied 57 minutes later

FelixGriffin wrote:
How was it vague? Set the value to 1 and the lines will stop.

now, "What is a '1' ?" :lol:

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Fracture
797 Posts
Posted Nov 13, 2013
Replied 31 minutes later
I wasn't using the instance the first time. I had copied and pasted what was in the VMF into MY vmf

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?

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User
630 Posts
Posted Nov 13, 2013
Replied 53 minutes later
Klick on Replace, and set the "Value" to 1 ?

Yes you "Could" Drag & Drop that whole thing into your map, but as far as i know doesnt the workshop accept that.

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CamBen
973 Posts
Posted Nov 13, 2013
Replied 1 minutes later

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?

:sigh:
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.

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Fracture
797 Posts
Posted Nov 13, 2013
Replied 16 minutes later
Well that's just blowing things out of proportion. the instance we are talking about is tiny in comparison to say for instance an entire elevator.

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

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FelixGriffin
2,680 Posts
Posted Nov 13, 2013
Replied 3 hours later
Or you could just check the tags on the map...

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?

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srs bsnss
552 Posts
Posted Nov 14, 2013
Replied 12 hours later
What if you had to build new observation rooms, and panels, and door frames, every time? Wouldn't it be a lot simpler to just plonk down an instance and do 5 minutes work in 5 seconds?
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Gemarakup
1,183 Posts
Posted Nov 14, 2013
Replied 12 minutes later
What did Valve make instances for? If you want to copy paste and make your own that's fine, but it's not the best idea if your going to get extra problems from more complex instances. (If already, just use a prefabrication).
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srs bsnss
552 Posts
Posted Nov 14, 2013
Replied 37 minutes later

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.

img

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