Preventing I/O Conflicts

Discussion in 'Mapping Questions & Discussion' started by S T A R S ☰ T, Apr 29, 2019.

  1. S T A R S ☰ T

    S T A R S ☰ T L1: Registered

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    I'm trying to set up multiple counters using a prefab (This'n to be exact: https://gamebanana.com/prefabs/6940) I can get it to work with my goals, but I can't have multiple without conflicting I/Os breaking them or having to go through and edit the names of every single func_brush and their individual I/Os. Is there any way I can sorta cordon them off from each other to where they won't conflict without tons of tedious editing?
     
  2. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

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    Use instances with entity name fixup?
     
  3. S T A R S ☰ T

    S T A R S ☰ T L1: Registered

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    Will the prefab still be able to receive inputs from the rest of the map? Still halfway new to hammer, and haven't used Instances before.
     
  4. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

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    I haven't used instances before either, but it does appear so. Just create the instance, and then use the "Fix Up Name" and "Entity Name Fix Up" keyvalues to set the prefix or postfix for entity names within the instance. From there, you should be able to target entities in the instance by using the entity's name, with the "Fix Up Name" value added either before or after the name based on your selection in "Entity Name Fix Up".
     
  5. AsG_Alligator

    aa AsG_Alligator qhull precision error

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    You can use Paste Special. Copy the prefab and rigtclick in 2d view>paste special. Then either check "Add this prefix to all named entities" and type it what prefix youd like the entities to have to make names different from other pasted in earlier, or check "Make pasted entity names unique" which should just add a number at the end of all entities. Use whichever fits your needs better.
     
  6. S T A R S ☰ T

    S T A R S ☰ T L1: Registered

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    That should help a lot, will try when I'm off work
     
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