Use coop maps as single player maps
Quote from lusam on November 28, 2011, 4:16 pmHello everyone,
I would like to use the coop's spawn and disassembler instead of the elevator in my maps. I've tryed to do it but no trigger wants to trigger on the bluebot_dropper instance and the console shows me that the game wants to connect to a server but I don't want it to connect to a server because it's a singleplayer mod (hit me if I'm wrong).
How can I do that ?
Thanks !
(and how could I replace Chell's skin with the Atlas's one in the mod ?)
Hello everyone,
I would like to use the coop's spawn and disassembler instead of the elevator in my maps. I've tryed to do it but no trigger wants to trigger on the bluebot_dropper instance and the console shows me that the game wants to connect to a server but I don't want it to connect to a server because it's a singleplayer mod (hit me if I'm wrong).
How can I do that ?
Thanks !
(and how could I replace Chell's skin with the Atlas's one in the mod ?)

Quote from ChickenMobile on November 28, 2011, 10:29 pmSounds like something similar I have done.
First of all you need to edit valve's instance so then the player looks like they are being assembled/disassembled. Make sure you use a point_viewcontrol instead of a point_viewcontrol_multiplayer.
For changing Chell into Atlas, that is relatively easy. All you need to do is place a dynamic model anywhere in the map as the atlas player model and put a console command in (using a point_clientcommand) "setmodel player/ballbot/ballbot" . You will need to change the player model every time you load a new map.
Sounds like something similar I have done.
First of all you need to edit valve's instance so then the player looks like they are being assembled/disassembled. Make sure you use a point_viewcontrol instead of a point_viewcontrol_multiplayer.
For changing Chell into Atlas, that is relatively easy. All you need to do is place a dynamic model anywhere in the map as the atlas player model and put a console command in (using a point_clientcommand) "setmodel player/ballbot/ballbot" . You will need to change the player model every time you load a new map.
Quote from lusam on November 29, 2011, 8:25 amThanks but how can you explain the bug of triggers ? The real problem is here =/
I haven't tested it but is your model change technique replacing sounds and things like sparkles when the player hit a wall to hard ?
Thanks but how can you explain the bug of triggers ? The real problem is here =/
I haven't tested it but is your model change technique replacing sounds and things like sparkles when the player hit a wall to hard ?

Quote from ChickenMobile on November 30, 2011, 1:02 amIt will automatically take the animations from the bot player model (and sounds). There has also been a previous thread explaining this:
mapping-help/robots-not-chell-t3709.htmlHate to say but please search before posting. It angers me to explain the same thing several times.
It will automatically take the animations from the bot player model (and sounds). There has also been a previous thread explaining this:
mapping-help/robots-not-chell-t3709.html
Hate to say but please search before posting. It angers me to explain the same thing several times.