Temporarily kill one player in a co-op map

Quote from ChickenMobile on September 23, 2012, 4:02 amLpfreaky90 wrote:I was thinking about parenting a point_viewcontrol to each player, if player a dies, the point_viewcontrol at player b is activated, so player a can follow player b, while being able to rotate the camera as (s)he likes. This can be done with an offset, but I don't know if that's favorable.Haven't tested it but it might be worth a shot
I'm pretty sure that only a multiplayer camera can affect players in multiplayer. I played around with cameras heaps a while ago.
Probably the easiest way to parent a camera to the other player is to use attachment points (eye) or attach it to the player as soon as they spawn (as spawn points force the player to spawn at a certain direction). Only problem may be that the player bobs around a bit when they walk.
EDIT: For your problem of the portalgun pickup. Do not use a weapon strip or the kill input to remove the portalgun on spawn. Use the portalgun_supression info_target to make your wanted player spawn without a gun on startup. post44624.html?hilit=supress#p44624
Make sure your weapon_portalgun which you have placed in the map has both the primary and secondary portal set to yes.
Haven't tested it but it might be worth a shot
I'm pretty sure that only a multiplayer camera can affect players in multiplayer. I played around with cameras heaps a while ago.
Probably the easiest way to parent a camera to the other player is to use attachment points (eye) or attach it to the player as soon as they spawn (as spawn points force the player to spawn at a certain direction). Only problem may be that the player bobs around a bit when they walk.
EDIT: For your problem of the portalgun pickup. Do not use a weapon strip or the kill input to remove the portalgun on spawn. Use the portalgun_supression info_target to make your wanted player spawn without a gun on startup. post44624.html?hilit=supress#p44624
Make sure your weapon_portalgun which you have placed in the map has both the primary and secondary portal set to yes.
Quote from Sorceror Nobody on September 23, 2012, 9:41 amThe suppression works beautifully at the start, very aesthetically pleasing to not even momentarily have the ASHPDs equipped. But the problem remains with Pbody picking up her ASHPD.
I think maybe I didn't explain clearly enough. Both bots were stripped of their ASHPDs while falling, obviously that's now replaced by the suppression. Incidentally, might be relevant, when I was using the strip trigger, both bots would lose their ASHPDs, obviously, but Atlas started with a plain crosshair from the moment the screen faded in, whereas Pbody had the ASHPD crosshair briefly before it was removed. At the end of the fall, Pbody lands in the shredder and is killed, whereas Atlas lands on some debris and is spared. He then picks up an ASHPD that's lying on the floor nearby, which works perfectly. Short trip through corridors, he brings Pbody back, and there's a simple button puzzle. In the corridor just outside that room, Pbody finds an ASHPD that is identical, entity-wise, to Atlas's. This is the one that behaves oddly.
I watched the closed captions when picking it up. The lacking activation noise on picking it up the first time is definitely faulty somehow -- I don't get a caption for it. So it sounds a little odd, and in some sense also doesn't register as playing the sound at all. Only on picking it up the second time do I get "[Portal Gun Activation]" on the captions.
I think I'll try swapping Atlas and Pbody around and see whether Atlas gets the problems (suggesting it's the ASHPD) or still Pbody (suggesting it's something to do with her). I suspect the latter, tbh.
EDIT: No, even worse. Now both ASHPDs are behaving oddly. Pbody gets the same problem as always, except with the ASHPD in the shredder room, and Atlas experiences the problem with the button room one just as Pbody normally does. Implying it's both the ASHPD and Pbody? Man, this is confusing.
Another EDIT: Actually it turns out, and this is something I can't believe I didn't check sooner, that the shredder room ASHPD also reappears after Atlas grabs it. I'd just never stuck around to for long enough to see it do so. So I guess it's a property of the weapon_portalgun? But I don't know why killing the entity OnPlayerPickup doesn't work, nor why Atlas's behaves just fine on first pickup, whereas Pbody's acts oddly until second pickup.
The suppression works beautifully at the start, very aesthetically pleasing to not even momentarily have the ASHPDs equipped. But the problem remains with Pbody picking up her ASHPD.
I think maybe I didn't explain clearly enough. Both bots were stripped of their ASHPDs while falling, obviously that's now replaced by the suppression. Incidentally, might be relevant, when I was using the strip trigger, both bots would lose their ASHPDs, obviously, but Atlas started with a plain crosshair from the moment the screen faded in, whereas Pbody had the ASHPD crosshair briefly before it was removed. At the end of the fall, Pbody lands in the shredder and is killed, whereas Atlas lands on some debris and is spared. He then picks up an ASHPD that's lying on the floor nearby, which works perfectly. Short trip through corridors, he brings Pbody back, and there's a simple button puzzle. In the corridor just outside that room, Pbody finds an ASHPD that is identical, entity-wise, to Atlas's. This is the one that behaves oddly.
I watched the closed captions when picking it up. The lacking activation noise on picking it up the first time is definitely faulty somehow -- I don't get a caption for it. So it sounds a little odd, and in some sense also doesn't register as playing the sound at all. Only on picking it up the second time do I get "[Portal Gun Activation]" on the captions.
I think I'll try swapping Atlas and Pbody around and see whether Atlas gets the problems (suggesting it's the ASHPD) or still Pbody (suggesting it's something to do with her). I suspect the latter, tbh.
EDIT: No, even worse. Now both ASHPDs are behaving oddly. Pbody gets the same problem as always, except with the ASHPD in the shredder room, and Atlas experiences the problem with the button room one just as Pbody normally does. Implying it's both the ASHPD and Pbody? Man, this is confusing.
Another EDIT: Actually it turns out, and this is something I can't believe I didn't check sooner, that the shredder room ASHPD also reappears after Atlas grabs it. I'd just never stuck around to for long enough to see it do so. So I guess it's a property of the weapon_portalgun? But I don't know why killing the entity OnPlayerPickup doesn't work, nor why Atlas's behaves just fine on first pickup, whereas Pbody's acts oddly until second pickup.