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GaryP
10-02-2001, 09:43 AM
My Single Player map COG, is comming pretty good, but how do you add more starter positions and set them up so you don't respawn back at the beginning again?

And will it work on Single Player maps?

Shrinker
10-02-2001, 10:39 AM
look at the original levels and donīt forget a musicholder

GaryP
10-02-2001, 02:55 PM
I did.  What are the settings for each of the start points?  How do they know they are in series?

toastar
10-02-2001, 08:33 PM
Something triggers them I believe
I do it by setting up a touchfield that triggers a trigger with 'Max Trigs' set to 1, and then that trigger triggers a player start.
Remember to properly configure the 'Give Weapons' category, or else your player will be without anything but a colt!

Iirion Claus
10-03-2001, 04:01 AM
As RatBoy said, trigger them with a touchfield. Don't forget to cover the entire area where the player can enter the new scenario (not just a little block above the PlayerMarker).

GaryP
10-03-2001, 09:12 AM
HUH? *So I have playerstart1, and playerstart2.
playerstart1 starts, then sam walks thru a touchfield that sets a trigger, setting playerstart1 inactive, playerstart2 active? *How would this work in co-op? *the first one thru sets it for all the others?

And what's the group number for?

(Edited by GaryP at 9:28 am on Oct. 3, 2001)

Vlad Harkonnen
10-03-2001, 03:33 PM
Slightly off topic how many and what maps are already set up like this?

GaryP
10-03-2001, 07:07 PM
I've got to be dumb as dirt.  How do you trigger them?  I looked at Croteam's maps, and I don't see any triggers.

Can someone send me a sample?

Spell it out?

C'mon pep's, I'd help you.  There must be more to this.

Here's my test map: http://users.snip.net/~gmp/Gary/SeriousSam/StartTest.zip

Check it out.

viper45
10-03-2001, 08:14 PM
Well, I think Croteam always has a room placed far away from that map that contains all the enemy templates AND triggers, so they did use triggers to trigger them, if you dont know how to use a trigger, then maybe someone else can help, but I dont have the time now :(

GaryP
10-04-2001, 08:58 AM
Viper.  I know how to do triggers.  I can do just about anything with the game and entities.

This is one of my last efforts in learning SED, then I can finish my map and go on to my next one.  What I wanted to know is, what to trigger, not how?  
I see no triggers hooked up to the player starts in Haps(something or other) (the first) level.  The first playerstart is co-op only with no grouping, then all the others have groups.

Since my map is kinda like an Indiana Jones anyway, I don't need co-op for this map.

I wanted a sample not filled with dozens of other triggers.

When I find out I'll do another tut on it.

Iirion Claus
10-04-2001, 09:03 AM
Have a touchfield trigger the player start. Just trigger it. Set it as the target of the Enter Event of the touchfield; as simple as that :) No need to set the other one to inactive.

GaryP
10-04-2001, 09:05 AM
Iirion, I did'nt see this done in the game.  Did I miss something?

GaryP
10-04-2001, 09:09 AM
Ok so I have 2 player starts (PS1 & PS2)

The first one (PS1) starts the game out, then in snother room I have PS2 and a touch field.  I walk thru the touchfield and in the on enter I put SP2.  Am I ok so far?

Now what do I pu in as the event type?  Trigger, or Start, or Activate?  Now SP1 is no longer used by the game right?

Am I getting this?

pompey
10-04-2001, 11:54 AM
should player start change when testing within the editor or just when u play thru the game?

GaryP
10-04-2001, 12:16 PM
Don't ask me.  I can't get it to work either way.  I've tested it on my LAN on 2 pc's

Iirion Claus
10-04-2001, 02:30 PM
TRIGGER! YOU NEED TO TRIGGER THE PLAYERMARKER!! TRIGGGGGGGGGGGGGGGGGGGGGGER!!!!!!


Ahem, a short burst of adrenalin ;) Sorry for that. Regarding the testing- all of the games in the editor are single player, and if you die then you can't continue later, so there's no point if it changes it or not.

Iirion Claus
10-04-2001, 02:31 PM
Quote: from GaryP on 5:16 pm on Oct. 4, 2001
Don't ask me. *I can't get it to work either way. *I've tested it on my LAN on 2 pc's


That's odd... I'm sure that's how Croteam does it. *going to check whether it works so, be back asap*

(EDIT) Yes, that's how Croteam does it. Seperate the PlayerMarker to different groups, and when a player reaches a new location simple trigger it with a "Trigger" event. Check out Hatsheput, the PlayerMarker1 entity has a small trigger realy close to it, triggering it (location 6.25, 32, -329.25, if it helps)

(Edited by Iirion Claus at 7:36 pm on Oct. 4, 2001)

GaryP
10-04-2001, 02:38 PM
Cool.  Thank you.
ok #2!!!!

Ok so I have 2 player starts (PS1 & PS2)

The first one (PS1) starts the game out, then in snother room I have PS2 and a touch field.  I walk thru the touchfield and in the "on enter" I put Trigger1.  Now in Trigger1's trigger event I put SP2.  Am I ok so far?

Now what do I put in Trigger1's event type?  Trigger, or Start, or Activate?  Now SP1 is no longer used by the game right?

Am I getting this NOW?

(Ain't this the $hit.  I can figure out how to start an explosion, that knocks down columns, that starts an earthquake that caves in the ceiling, and floods the place - all with sound, but I can't figure out how to make a Playerstart do co-op).

:) :) :) :) :) :)
 
 

Iirion Claus
10-05-2001, 07:09 AM
The event type should be plain, simple "Trigger" event, the default triggering event.

VERY IMPORTANT!!! I was just sifting through the source code. If you want multiple player markers, you'll need a music holder in your map!!!!!

GaryP
10-05-2001, 07:35 AM
I'll try this out tonight.

Thank you

Earthling
10-05-2001, 09:20 AM
Magic!