Instance: Difference between revisions
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Note:While working inside Hammer for all Source games, instances are currently only supported by the map compilers for Left 4 Dead 2, Alien Swarm and Portal 2, and will therefore not work for any other games.
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== Also see == | == Also see == | ||
* [[L4D2 Level Design/VMF Instances]] - A Valve tutorial on how to use instances in Left 4 Dead 2. | * [[L4D2 Level Design/VMF Instances]] - A Valve tutorial on how to use instances in Left 4 Dead 2. | ||
* [[Working with instances]] - A tutorial on how to use instances in Portal 2. | |||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 18:17, 21 May 2011
An instance is a map (.vmf) file referenced inside another map through a func_instance, possibly aided by a func_instance_parms and/or func_instance_io_proxy.

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.
How to
In portal 2 to give input to an entity within a instance use this:
Or, alternatively, you can do this:
Manifests
[Todo]
Also see
- L4D2 Level Design/VMF Instances - A Valve tutorial on how to use instances in Left 4 Dead 2.
- Working with instances - A tutorial on how to use instances in Portal 2.