How make Cave Johnson SHUT UP?!
Quote from FelixGriffin on November 13, 2013, 2:51 pmHow was it vague? Set the value to 1 and the lines will stop.
How was it vague? Set the value to 1 and the lines will stop.
Quote from User on November 13, 2013, 3:48 pmFelixGriffin wrote:How was it vague? Set the value to 1 and the lines will stop.now, "What is a '1' ?"
now, "What is a '1' ?"
Quote from Fracture on November 13, 2013, 4:20 pmI 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?
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?
Quote from User on November 13, 2013, 5:13 pmKlick 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.
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.
Quote from CamBen on November 13, 2013, 5:15 pmFracture 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?
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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.
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.
Aperture Science: We do our science asbestos we can!
Quote from Fracture on November 13, 2013, 5:31 pmWell 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
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
Quote from FelixGriffin on November 13, 2013, 9:19 pmOr 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?
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?
Quote from srs bsnss on November 14, 2013, 9:48 amWhat 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?
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?

Quote from Gemarakup on November 14, 2013, 10:01 amWhat 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).
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).
Quote from srs bsnss on November 14, 2013, 10:39 amyishbarr 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.
Look at this - almost everything complex is an instance. The example maps are chock-full of them.
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.
Look at this - almost everything complex is an instance. The example maps are chock-full of them.