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,
Portal 2,
Team Fortress 2,
Counter-Strike: Global Offensive, and Source 2013, and therefore will not work for any other games. To use them in unsupported games, see below.
Note:In
Team Fortress 2 and Source 2013, instances have some broken or missing functionality: instance I/O system is unsupported, instances cannot be nested, displacements within an instance may not compile properly and any env_cubemaps inside of an instance will not be compiled into the final map.
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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]] and/or [[func_instance_io_proxy]]. | An '''instance''' is a [[VMF|map (.vmf) file]] referenced inside another map through a [[func_instance]], possibly aided by a [[func_instance_parms]] and/or [[func_instance_io_proxy]]. |
Revision as of 12:10, 30 January 2019
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]
Workaround for any Source game
To use instances in unsupported Engine versions, Metapyziks wrote a program that merges used instances with the main VMF.
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.