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Dropping a cube that is already covered in paint?

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In the top right corner select the "objects" button to select individual entities instead of grouped objects.

?????????????????????????????TWP Releases | My Workshop

I tried that last time, and it didn't work, I'll try again and hopefully it will. :)

Cheers for your help so far, I am fairly noob at this.

If you want to edit the individual objects, you have to select the instance and then navigate in the upper menu to instancing -> collapsing -> selection. Be also sure to save it as another instance because it will otherwise affect every other map with that specific instance too :S

You have to change the "Paint power" in the keyvalues of the prop_weighted_cube.

Hope this helps :)

That worked. Thank you very much :)

buuuuut now my triggers are broken. I've named the new cube_dropper_large instance cube_dropper_large_bouncepaint and then I tried putting the new name into the syntax namely:
instance:@cube_dropper_large_bouncepaint;Trigger
instance:@cube_dropper_large_bouncepaint_autorespawn;Enable

This, however, is not working. Care to share any light on how this syntax works? Perhaps I could make it bend to my will.

Collapsing the instance may remove the way instances are used to communicate with.
Make sure you rename the outputs to the exact name that appears on the object at the moment.

Remember you wanted to collapse the instance so then you can edit the objects individually ;)

?????????????????????????????TWP Releases | My Workshop

so instead of the AutoInstance1-@cube_dropper_autorespawn output, it would need to be cube_dropper_large_bouncepaing_autorespawn on the prop_weighted_cube?

I've also figured out a few of the inputs that a cube_dropper instance has, namely:

cube_dropper_gate
cube_dropper_loop
cube_dropper_autorespawn
cube_dropper_retrigger
cube_dropper_drop

but I still can't figure out why it's not working :(

using programming terminology: I'm guessing there's some kind of "superclass" that each type of "cube_dropper" instance "inherits" from that allows it to use general nomenclature in each descendant instance. This is good from a creation point of view but it means that the structure of the outputs and inputs must be rigorous or shit falls apart.

But by no means am I blaming valve, since obviously the incompetence is mine. I'm just attempting to discover the inner workings of the Hammer system and create an idea that I think will be quite cool.

EDIT: Sorry for the triple post, but I've never understood why that it's such a sin.

So I managed to get a cube that is covered in blue paint to drop, using an item_dropper.vmf instance. However, when it drops, it bounces off of the bottom of the tube and back up, hitting the next cube.

Any ideas?

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