Instance: Difference between revisions
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Note:While working inside Hammer for all Source games, instances are currently only supported by the Left 4 Dead 2 and Alien Swarm engines, and will therefore not work in-game for any other games.
MossyBucket (talk | contribs) m (Fixed link.) |
MossyBucket (talk | contribs) (Categorized and stubbed.) |
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An '''instance''' is a [[VMF|map (.vmf) file]] referenced inside another map through a [[func_instance]], possibly aided by a [[func_instance_parms]]. | An '''instance''' is a [[VMF|map (.vmf) file]] referenced inside another map through a [[func_instance]], possibly aided by a [[func_instance_parms]]. | ||
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[[Category:Glossary]] | [[Category:Glossary]] | ||
[[Category:Level Design]] | |||
[[Category:Left 4 Dead 2]] | |||
[[Category:Alien Swarm]] |
Revision as of 07:29, 13 February 2011
An instance is a map (.vmf) file referenced inside another map through a func_instance, possibly aided by a func_instance_parms.

Instances are helpful in many ways:
- They provide a more dynamic alternative to prefabs, as any changes to the instanced map will be reflected in all instances of it.
- They provide an alternative to visgroups, as they can be used to divide a large, unwieldy map into several smaller, manageable ones (that can even be worked on by multiple authors simultaneously).
- They provide a simple way to edit portions of a map that needs to be at a non-orthogonal angle. (Build the map on-grid inside a separate map, and then instance it into another map through a func_instance rotated at the correct angle.
- They provide a way for maps to work on multiple platforms, such as Left 4 Dead and Left 4 Dead 2 versions of the same map.
Manifests
[Todo]
Also see
- L4D2_Level_Design/VMF_Instances - A Valve tutorial on instances.