Changing Co-op spawns
Quote from screedle on May 22, 2011, 8:09 amUsing instnaces, how can i make it so that when a player triggers a brush, they disable the original spawn and enable another one, basically like the team door areas, but individually for each bot.
Using instnaces, how can i make it so that when a player triggers a brush, they disable the original spawn and enable another one, basically like the team door areas, but individually for each bot.
Quote from DaMaGepy on May 22, 2011, 5:38 pmI've already tried that, it makes portal 2 unstable.
Mainly you put another spawnpoint, set it disabled, an in the trigger, u disable the old one, enable the new spawnpoint and then SetAsDefaultSpawn. But sometimes it works, and sometimes just makes Portal 2 exit. I gave upOfc i worked when th 2 player activated it together and their spawnpoint ws switched together, weird.
I've already tried that, it makes portal 2 unstable.
Mainly you put another spawnpoint, set it disabled, an in the trigger, u disable the old one, enable the new spawnpoint and then SetAsDefaultSpawn. But sometimes it works, and sometimes just makes Portal 2 exit. I gave up
Ofc i worked when th 2 player activated it together and their spawnpoint ws switched together, weird.
Quote from Welsh Mullet on May 23, 2011, 2:27 amCan't you have the players spawn in a small, dark room, then use teleports to get them to the right spawn?
Can't you have the players spawn in a small, dark room, then use teleports to get them to the right spawn?
Quote from msleeper on May 23, 2011, 3:07 amThis happens multiple times in the official maps. Has nobody compiled those to see how it's done?
This happens multiple times in the official maps. Has nobody compiled those to see how it's done?
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Quote from DaMaGepy on May 23, 2011, 3:19 amWelsh Mullet wrote:Can't you have the players spawn in a small, dark room, then use teleports to get them to the right spawn?This is what I am doing
msleeper wrote:This happens multiple times in the official maps. Has nobody compiled those to see how it's done?I never saw an official map like that.
There are rooms where BOTH player must be present, and then both spawnpoint is switched. Worked for me without problem.
The problem was when I tried to separate them, making two trigger, one for blue and one for orange.
When blue starts to touch the blue trigger then disable/enable spawnpoint and make it the default, and same for orange. Sometimes it works 5-6 times in a row, and sometimes (on exactly the same map) when one of the players walks thru, after 1-2 sec delay, portal 2 just exits.
This is why I stopped to continue my coop map (and because of the annoying indicator bug thing).
maybe someone can check whats the problem or if it works or not (map and vmf included)
mp_damagepy_01.zip (will delete and remove from here after 1 week)
(this is my attempt to transform my singleplayer map into a coop)
dont try to noclip-fly, because each "checkpoint" only disable the last one, so triggering the 4th spawnpoint it disables the 3rd. Normally players cant skip them.
One checkpoint is at the door of the 3rd big room, one is before the acid, and one is in the 4th gel room. When I test it with ss_map it works ok, also in coop sometimes, but friend said that sometimes it just exits for them, sometimes not. Weird. Anyway, 1-2 day from now when I have time to continue again, I'll do that one-spawnroom portals-with-different-exitpoint thing.
also, whats the problem with my indicator in the gelroom? tried everything, but one always stay blue
This is what I am doing ![]()
I never saw an official map like that.
There are rooms where BOTH player must be present, and then both spawnpoint is switched. Worked for me without problem.
The problem was when I tried to separate them, making two trigger, one for blue and one for orange.
When blue starts to touch the blue trigger then disable/enable spawnpoint and make it the default, and same for orange. Sometimes it works 5-6 times in a row, and sometimes (on exactly the same map) when one of the players walks thru, after 1-2 sec delay, portal 2 just exits.
This is why I stopped to continue my coop map (and because of the annoying indicator bug thing).
maybe someone can check whats the problem or if it works or not (map and vmf included)
mp_damagepy_01.zip (will delete and remove from here after 1 week)
(this is my attempt to transform my singleplayer map into a coop)
dont try to noclip-fly, because each "checkpoint" only disable the last one, so triggering the 4th spawnpoint it disables the 3rd. Normally players cant skip them.
One checkpoint is at the door of the 3rd big room, one is before the acid, and one is in the 4th gel room. When I test it with ss_map it works ok, also in coop sometimes, but friend said that sometimes it just exits for them, sometimes not. Weird. Anyway, 1-2 day from now when I have time to continue again, I'll do that one-spawnroom portals-with-different-exitpoint thing.
also, whats the problem with my indicator in the gelroom? tried everything, but one always stay blue ![]()
Quote from Marlovious on June 1, 2011, 7:58 pmI hate to bump a dead topic, but I've recently made a prefab for the coop "checkpoint". As the stock coop spawn droppers are different for Blue/Orange, I don't see why having them in separate places should be a problem. As long as both sets are enabled/disabled at the same time. I'll do some tests to see if I can get this working.
FYI, my coop checkpoint prefab- Marlow's Coop Airlock Spawn Prefab
I hate to bump a dead topic, but I've recently made a prefab for the coop "checkpoint". As the stock coop spawn droppers are different for Blue/Orange, I don't see why having them in separate places should be a problem. As long as both sets are enabled/disabled at the same time. I'll do some tests to see if I can get this working.
FYI, my coop checkpoint prefab- Marlow's Coop Airlock Spawn Prefab
Quote from Kyorisu on June 1, 2011, 8:26 pmAll you need to do is have your spawns in the Airlock (as I'll refer to it from now on) disabled on map spawn. When both players are in the airlock you enable the airlock spawners and use SetActiveSpawn to set them as the new spawn point.
I personally like the idea of people modifying the spawn/airlock/end instances so we can get some variety, even some minor differences like the ones I've made in mine.
All you need to do is have your spawns in the Airlock (as I'll refer to it from now on) disabled on map spawn. When both players are in the airlock you enable the airlock spawners and use SetActiveSpawn to set them as the new spawn point.
I personally like the idea of people modifying the spawn/airlock/end instances so we can get some variety, even some minor differences like the ones I've made in mine.
Quote from ChickenMobile on June 1, 2011, 11:05 pmBoth instances of the robot coop spawns refer to the same coop_player_spawn entity name. In order to separate them you will need to create the droppers individually and name the instances different names.
I don't know why you would want to split the robot team up though. They are inseparable!
Both instances of the robot coop spawns refer to the same coop_player_spawn entity name. In order to separate them you will need to create the droppers individually and name the instances different names.
I don't know why you would want to split the robot team up though. They are inseparable!
Quote from msleeper on June 2, 2011, 12:50 amI know Hober mentioned it in at least one other thread - if you are splitting the players up, do try and give them the opportunity (usually at the beginning of the test) to swap places. Having each player be stuck on their half of the puzzle gets frustrating, especially if it's one of the puzzles where one player has to sit around not doing as much as the other.
I know Hober mentioned it in at least one other thread - if you are splitting the players up, do try and give them the opportunity (usually at the beginning of the test) to swap places. Having each player be stuck on their half of the puzzle gets frustrating, especially if it's one of the puzzles where one player has to sit around not doing as much as the other.
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Quote from Hober on June 2, 2011, 1:12 amAnd to add and editorialize a bit, it seems like lazy design. Push yourself to make sure the players can always swap places (even if they have to backtrack to do it) and you'll almost certainly end up with a better puzzle.
And to add and editorialize a bit, it seems like lazy design. Push yourself to make sure the players can always swap places (even if they have to backtrack to do it) and you'll almost certainly end up with a better puzzle.
