Working with Instances
Quote from Mediaburn on May 30, 2011, 5:08 amI 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?
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?
Quote from Erich on May 30, 2011, 4:57 pmMediaburn 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.
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.
Quote from Mediaburn on May 31, 2011, 4:00 amErich 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.)
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.)
Quote from tactical fluke on May 31, 2011, 6:59 amErich 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
just uploaded a example map switch
changelevel example + source
enjoy
Quote from Mediaburn on May 31, 2011, 8:13 amtactical 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
enjoyBut aint the elevator
just uploaded a example map switch
changelevel example + source
enjoy
But aint the elevator 
Quote from Sliipperi on June 2, 2011, 7:21 amI'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:
- Code: Select all
OnPressed
$cleanser_name
Open
- Code: Select all
OnButtonReset
$cleanser_name
Close
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:
- Code: Select all
OnPressed
$cleanser_name
Open
- Code: Select all
OnButtonReset
$cleanser_name
Close
Quote from WinstonSmith on June 2, 2011, 11:57 amSliipperi 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:
- Code: Select all
OnPressed
$cleanser_name
Open
- Code: Select all
OnButtonReset
$cleanser_name
CloseTry using Enable and Disable instead of Open and Close, respectively.
Right now, the outputs look like this:
- Code: Select all
OnPressed
$cleanser_name
Open
- Code: Select all
OnButtonReset
$cleanser_name
Close
Try using Enable and Disable instead of Open and Close, respectively.
Quote from Sliipperi on June 2, 2011, 12:42 pmDoesn'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.
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.
Quote from WinstonSmith on June 2, 2011, 1:17 pmSliipperi 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.
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.
Quote from Sliipperi on June 2, 2011, 2:02 pmWell 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.
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.


