[FIXED] Co-op Respawn Point
Quote from LuckyRJ on July 17, 2012, 9:12 pmHi all,
I am working on a map with hammer (only) and i need help with a co op respawn, i tried one i found in another thread on this forum but it doesnt work properly, it only works once then it starts putting you back into the start room and not at the respawn point, so i deleted that and will wait for some help please, i need it to always put you at the respawn point when you get killed by laser fields lol.
so basically, i need a trigger point so when both players reach that trigger area it then activates the respawn points and will bypass the starting room, and ONLY put us back to where the respawn point is only, i can not find any info on the internet i search for hours and hours and cant find anything other than what i found here, and this didnt work for me (link below) to what i found, so if anyone could do a very simple basic 1 for me, i would greatly appreciate it and post a link to a vmf file, thanks soo much everyone.
mapping-help/changing-coop-spawnlocation-how-t2428.html
LuckyRJ
Hi all,
I am working on a map with hammer (only) and i need help with a co op respawn, i tried one i found in another thread on this forum but it doesnt work properly, it only works once then it starts putting you back into the start room and not at the respawn point, so i deleted that and will wait for some help please, i need it to always put you at the respawn point when you get killed by laser fields lol.
so basically, i need a trigger point so when both players reach that trigger area it then activates the respawn points and will bypass the starting room, and ONLY put us back to where the respawn point is only, i can not find any info on the internet i search for hours and hours and cant find anything other than what i found here, and this didnt work for me (link below) to what i found, so if anyone could do a very simple basic 1 for me, i would greatly appreciate it and post a link to a vmf file, thanks soo much everyone.
mapping-help/changing-coop-spawnlocation-how-t2428.html
LuckyRJ
Quote from Skotty on July 17, 2012, 9:33 pmYou need to use the single coop spawn instances Valve provides (can be found in instancesgameplay).
These can be disabled and activated (SetActiveSpawn). At least, the SetActive part should disable the other spawns by itself, I think.
You need to use the single coop spawn instances Valve provides (can be found in instancesgameplay).
These can be disabled and activated (SetActiveSpawn). At least, the SetActive part should disable the other spawns by itself, I think.
Quote from LuckyRJ on July 17, 2012, 10:05 pmSkotty wrote:You need to use the single coop spawn instances Valve provides (can be found in instancesgameplay).
These can be disabled and activated (SetActiveSpawn). At least, the SetActive part should disable the other spawns by itself, I think.hi and thanks for the reply, but i do not know what you mean,
i forgot to also explain, i am new to using hammer, i been using it for about 5 days now, so i would really appreciate a vmf file, so i can look at it and see what it is i was doing wrong, then i can learn easier, easier than following instructions
thanks
LuckyRJ
These can be disabled and activated (SetActiveSpawn). At least, the SetActive part should disable the other spawns by itself, I think.
hi and thanks for the reply, but i do not know what you mean,
i forgot to also explain, i am new to using hammer, i been using it for about 5 days now, so i would really appreciate a vmf file, so i can look at it and see what it is i was doing wrong, then i can learn easier, easier than following instructions
thanks
LuckyRJ
Quote from LuckyRJ on July 17, 2012, 10:51 pmok, i did it, thanks soo much, i finally worked it out what you meant,
you could have told me what the instances was called hahaha, (bluebot_dropper and orangebot_dropper) it would have made it a little easier
so now i got it set, when both walk past a certain point it disables the start entry point and enables the new respawn entry points, WOW thanks
so yeah i did it
this map is still a while to go on it yet, will upload it when it is done, i wont give a timeframe, because it is my first full map in hammer so i want it to be presentable if you know what i mean
thanks again
LuckyRJ
ok, i did it, thanks soo much, i finally worked it out what you meant,
you could have told me what the instances was called hahaha, (bluebot_dropper and orangebot_dropper) it would have made it a little easier
so now i got it set, when both walk past a certain point it disables the start entry point and enables the new respawn entry points, WOW thanks
so yeah i did it
this map is still a while to go on it yet, will upload it when it is done, i wont give a timeframe, because it is my first full map in hammer so i want it to be presentable if you know what i mean
thanks again
LuckyRJ
Quote from LuckyRJ on July 17, 2012, 11:29 pmOK sorry to reply again to this thread, i am now having a problem,
that trigger i set is not working, if i set cheats on and type kill in console, it just spawns at the new respawn now lol, so it skips the puzzles if the player dies, please help me and explain how i can fix this
it is even spawning when i restart the game and test the map via ss_map console command at the respawn point for 1 of the co op players, i do not understand why it is doing this, i have not even got to that trigger, so it is like the respawn points from those bluebot_dropper and orangebot_dropper vmf files in the gameplay instances folder have some sort of wrong setting in them, i can not work it out, please anyone can you help me try and find a solution....
no replys
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thanks
LuckyRJ
OK sorry to reply again to this thread, i am now having a problem,
that trigger i set is not working, if i set cheats on and type kill in console, it just spawns at the new respawn now lol, so it skips the puzzles if the player dies, please help me and explain how i can fix this
it is even spawning when i restart the game and test the map via ss_map console command at the respawn point for 1 of the co op players, i do not understand why it is doing this, i have not even got to that trigger, so it is like the respawn points from those bluebot_dropper and orangebot_dropper vmf files in the gameplay instances folder have some sort of wrong setting in them, i can not work it out, please anyone can you help me try and find a solution....
no replys
thanks
LuckyRJ
Quote from Skotty on July 18, 2012, 7:02 amYou just need to set a logic_auto with OnMapSpawn <dropper> instace:blabla:disable. This deactivates the dropper for now.
You just need to set a logic_auto with OnMapSpawn <dropper> instace:blabla:disable. This deactivates the dropper for now.
Quote from LuckyRJ on July 18, 2012, 1:17 pmThanks soo much Skotty (Problem Fixed).
That worked like a dream, i just tested it and tested it
, and both now spawn at start, and when they both walk through that trigger area, it sets the respawn to the new respawn point which is perfectly how i wanted it, finally, thanks soo much
LuckyRJ
Thanks soo much Skotty (Problem Fixed).
That worked like a dream, i just tested it and tested it , and both now spawn at start, and when they both walk through that trigger area, it sets the respawn to the new respawn point which is perfectly how i wanted it, finally, thanks soo much
LuckyRJ