Stupid Hammer Mistakes?
was trying to make some panels animate when i hit a trigger, but it wouldnt work. tried everyhting-renaming things, changing the animation i wanted, copying the outputs to a button, everyhting i could think of. then i realised i had been putting the animation names in the 'via this input' field, rather than making that 'set animation' and putting the animation in the 'paramater override' field.
So come on, can anyone top that?
chickenmobile wrote:
Putting an instance inside itself while I didn't save a project.
Instance-ception?

Also, not saving before you open the texture browser. That can suck too...
Eventually I realized I had told it to Disable the brush, rather than Enable.
Forgetting about texture lock and rotating all the textures individually after rotating a giant group of brushes...
In my first map I didn't know about face edit... I didn't have any nodraw textures (brushes were textured uniformly) and had crazily bad brushwork that made me not be able to compile...
This is especially fun with triggers, relays, env_entity_makers and such.
And in earlier versions of Hammer it was possible to delete all of the brushes in a brush entity (in "solids" select mode), leaving behind a brush entity with nothing in it, which is completely undetectable in Hammer and causes mysterious and random crashes in-game.
It literally took WEEKS to figure that one out.