Working with Instances

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Mediaburn
25 Posts
Posted May 30, 2011
Replied 13 hours later
I agree with msleeper. How about a community project for those elevators. Can't we create a clean elevator for every type. And set it only to work for going up or down (and no lighting whatsoever). So everyone can customise it to their own map? Or am I talking Lie Cake now?
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Erich
2 Posts
Posted May 30, 2011
Replied 11 hours later

Mediaburn wrote:
I agree with msleeper. How about a community project for those elevators. Can't we create a clean elevator for every type. And set it only to work for going up or down (and no lighting whatsoever). So everyone can customise it to their own map? Or am I talking Lie Cake now?

Creating a "base" template would be a good idea, yeah. But just a clean elevator, a destructed one would be a good idea too, since that is a theme.

Another suggestion that I might tap into later: allowing map switches, instead of the standard one map only elevators. It'd be ideal for people who are working on a full campaign (like moi) who need to use more than one map.

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Mediaburn
25 Posts
Posted May 31, 2011
Replied 11 hours later

Erich wrote:
Another suggestion that I might tap into later: allowing map switches, instead of the standard one map only elevators. It'd be ideal for people who are working on a full campaign (like moi) who need to use more than one map.

Ya totaly! So that would make like 4 elevators. 2 clean with exit and map switch and 2 destructed with exit and map switch. And Im defently making a campaign so it would be very nice to have basic instances for that. (And maybe of both types. One that goes up. And one that goes down.)

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tactical fluke
31 Posts
Posted May 31, 2011
Replied 2 hours later

Erich wrote:
Another suggestion that I might tap into later: allowing map switches, instead of the standard one map only elevators. It'd be ideal for people who are working on a full campaign (like moi) who need to use more than one map.

just uploaded a example map switch

changelevel example + source
enjoy

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Mediaburn
25 Posts
Posted May 31, 2011
Replied 1 hour later

tactical fluke wrote:
Erich wrote:

Another suggestion that I might tap into later: allowing map switches, instead of the standard one map only elevators. It'd be ideal for people who are working on a full campaign (like moi) who need to use more than one map.

just uploaded a example map switch
changelevel example + source
enjoy

But aint the elevator :lol:

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Sliipperi
30 Posts
Posted Jun 02, 2011
Replied 1 day later

I'm totally baffled by the instances. I can't understand how am I supposed to work with their I/O. Basically, what I'm trying to do now is to make cleanser_128x128 instance to shut down it's emancipation field when a button is pressed.
Right now, the outputs look like this:

OnPressed
$cleanser_name
Open
OnButtonReset
$cleanser_name
Close
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WinstonSmith
940 Posts
Posted Jun 02, 2011
Replied 4 hours later

Sliipperi wrote:
I'm totally baffled by the instances. I can't understand how am I supposed to work with their I/O. Basically, what I'm trying to do now is to make cleanser_128x128 instance to shut down it's emancipation field when a button is pressed.
Right now, the outputs look like this:
```
OnPressed
$cleanser_name
Open

> ```
OnButtonReset
> $cleanser_name
> Close

Try using Enable and Disable instead of Open and Close, respectively.

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Sliipperi
30 Posts
Posted Jun 02, 2011
Replied 44 minutes later
Doesn't work. I remember reading somewhere in this thread, or in these forums, that the instance needs to have func_instance_io_proxy in order to get the I/O working. Instances are so confusing right now.
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WinstonSmith
940 Posts
Posted Jun 02, 2011
Replied 35 minutes later

Sliipperi wrote:
Doesn't work. I remember reading somewhere in this thread, or in these forums, that the instance needs to have func_instance_io_proxy in order to get the I/O working. Instances are so confusing right now.

It does, should have caught that.

Anyway, the cleanser instance provided with the Authoring Tools isn't meant to be switched on or off, which explains why there isn't an I/O proxy in it. My suggestion is, since it's rather simple to construct, don't even bother with the instance. Place the props and the trigger_portal_cleanser (and the hint brush if you wish) directly in your map; that way you can easily enable/disable the cleanser. And for the record, use Enable/Disable instead of Open/Close, because the trigger brush doesn't have Open/Close inputs.

I don't know if you've seen my post (scroll down until you see the first post by me on the page) a few pages back, but it's the one thing that really cleared up instances for me. Hope it helps.

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Sliipperi
30 Posts
Posted Jun 02, 2011
Replied 45 minutes later
Well that clears things so much. Thanks for posting that a few pages ago. I'm gonna sink my teeth into instances so deep I'll understand everything there is.
I made the fizzler from scratch, and got it working. Also learned to use logic gates. I think I'm learning Hammer here faster and better than anywhere else.
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kwp21 pitts
260 Posts
Posted Jun 03, 2011
Replied 11 hours later
Quick question, is it possible to parent an entity ouside of an instance to an entity inside an instance?

EDIT: Never mind it IS POSSIBLE!

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Naigel
9 Posts
Posted Jun 05, 2011
Replied 2 days later
Man, some of the 'official' instances are ugly... carved surfaces and just bad brushwork. Kind of lazy if you ask me. Anyway, I have a question about instances: is there a way to easily list custom instances? That means, instances made by me. I have been making some small adjustments to few instances and renamed them, but I forgot which those were and how many... I'm afraid I'll have to do some manual comparing. Please tell me I'm wrong!
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WinstonSmith
940 Posts
Posted Jun 05, 2011
Replied 5 minutes later

Naigel wrote:
Man, some of the 'official' instances are ugly... carved surfaces and just bad brushwork. Kind of lazy if you ask me. Anyway, I have a question about instances: is there a way to easily list custom instances? That means, instances made by me. I have been making some small adjustments to few instances and renamed them, but I forgot which those were and how many... I'm afraid I'll have to do some manual comparing. Please tell me I'm wrong!

You can check the list of Portal 2 instances on the VDC; it's not quite complete but there's a fair amount of info there. Unfortunately, there's no other way short of... no, none that I can think of.

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Naigel
9 Posts
Posted Jun 05, 2011
Replied 44 minutes later
That list incomplete. Well, I guess I'll have to manually check the modified/created date on each file. Thanks anyway! I guess working on a clean install and then checking compile log for missing instances should work as well.
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Barracuda
11 Posts
Posted Jun 05, 2011
Replied 1 hour later
I highly recommend to leave alone the "instances" directory and create a new one for new and customized instances instead.
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TheDarkness73
14 Posts
Posted Jun 06, 2011
Replied 14 hours later
How do you access the instances?
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bruceleejr
1 Posts
Posted Jun 08, 2011
Replied 2 days later
Yeah, I'm also wondering how the instances are accessed?
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msleeper
4,136 Posts
Admin
Posted Jun 08, 2011
Replied 1 hour later
You can open them in Hammer like you would any other VMF.
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RageCompeX
65 Posts
Posted Jun 14, 2011
Replied 5 days later
is there a way to give outputs to something inside the instance, to something out of the instance? cube in the cubedropper needs some outputs, if it fizzles there need some other things to be done outside the instance
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Mevious
205 Posts
Posted Jun 14, 2011
Replied 6 minutes later
You can edit the instance to make the cube have an output pointing to the io_proxy. Then the instance will have that output.