Dropping a cube that is already covered in paint?
Quote from ChickenMobile on May 22, 2011, 1:44 amIn the top right corner select the "objects" button to select individual entities instead of grouped objects.
In the top right corner select the "objects" button to select individual entities instead of grouped objects.
Quote from CroSSGunS on May 22, 2011, 1:54 amI 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.
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.
Quote from hillis on May 22, 2011, 3:28 amIf 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
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 ![]()
Quote from CroSSGunS on May 22, 2011, 8:12 ambuuuuut 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;EnableThis, however, is not working. Care to share any light on how this syntax works? Perhaps I could make it bend to my will.
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.
Quote from ChickenMobile on May 22, 2011, 8:29 amCollapsing 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
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 ![]()
Quote from CroSSGunS on May 22, 2011, 8:42 amso instead of the AutoInstance1-@cube_dropper_autorespawn output, it would need to be cube_dropper_large_bouncepaing_autorespawn on the prop_weighted_cube?
so instead of the AutoInstance1-@cube_dropper_autorespawn output, it would need to be cube_dropper_large_bouncepaing_autorespawn on the prop_weighted_cube?
Quote from CroSSGunS on May 22, 2011, 8:54 amI'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_dropbut I still can't figure out why it's not working
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 ![]()
Quote from CroSSGunS on May 22, 2011, 9:03 amusing 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.
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.
Quote from CroSSGunS on May 23, 2011, 6:56 amSo 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?
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?
