Creating a Co-op end level room
Quote from RustyDios on November 28, 2014, 1:28 pmHi All !
I'm trying to create my own co-op end level room for use with maps uploaded to the workshop. I know you can just use the dissembler instance but I really want to create my own room. However I think I'm missing something because each time I try to test the map it crashes when both bots trigger the exit.
I am currently testing this using splitscreen, I'm not sure if that affects it. And other then the method of trigger (from a trigger_once to a trigger_playerteam and coop_manager) I haven't changed anything that was working for me in a single player map. (triggering some end level text, performing a screen fade effect, triggering the pti_end_level relay)...
Basically is there something that is needed that I might be overlooking, like a script or a special method. I tried dissecting the dissembler instance but it just went over my head, I don't want anything fancy like that, just a simple "both players are now here - end the level, show a message, pop-up the vote screen" .... .
EDIT :: So basically it turns out I was missing some things. I found this really useful page at the VDC, and combined with combing through the coop_end_level_paint instance it turns out I didn't have the required logic_scripts (mp_coop_lobby.nut and mp_coop_transition_list.nut) and their respective I/O's. I've not needed to use the prop_indicator_panel's or prop_button but I do have a trigger_playerteam with I/O's for each bot to set stateA/B true and a coop_manager that fires the end level text,and the pti_end_level relay(level name pops up using developer 1 so it triggers). It then sends the transition script a ReturnToHubFromMap(), which actually works... ...
Hi All !
I'm trying to create my own co-op end level room for use with maps uploaded to the workshop. I know you can just use the dissembler instance but I really want to create my own room. However I think I'm missing something because each time I try to test the map it crashes when both bots trigger the exit.
I am currently testing this using splitscreen, I'm not sure if that affects it. And other then the method of trigger (from a trigger_once to a trigger_playerteam and coop_manager) I haven't changed anything that was working for me in a single player map. (triggering some end level text, performing a screen fade effect, triggering the pti_end_level relay)...
Basically is there something that is needed that I might be overlooking, like a script or a special method. I tried dissecting the dissembler instance but it just went over my head, I don't want anything fancy like that, just a simple "both players are now here - end the level, show a message, pop-up the vote screen" .... .
EDIT :: So basically it turns out I was missing some things. I found this really useful page at the VDC, and combined with combing through the coop_end_level_paint instance it turns out I didn't have the required logic_scripts (mp_coop_lobby.nut and mp_coop_transition_list.nut) and their respective I/O's. I've not needed to use the prop_indicator_panel's or prop_button but I do have a trigger_playerteam with I/O's for each bot to set stateA/B true and a coop_manager that fires the end level text,and the pti_end_level relay(level name pops up using developer 1 so it triggers). It then sends the transition script a ReturnToHubFromMap(), which actually works... ...
Quote from kyleprotecX on January 4, 2015, 12:37 amAt one stage i had the same question. I just oppened up the Default Co-Op Dissasembler Instance. And had a look at all the entities it had. I made my own Co-Op Dissasembler from scratch
At one stage i had the same question. I just oppened up the Default Co-Op Dissasembler Instance. And had a look at all the entities it had. I made my own Co-Op Dissasembler from scratch