Changing Co-op spawns
Mainly you put another spawnpoint, set it disabled, an in the trigger, u disable the old one, enable the new spawnpoint and then SetAsDefaultSpawn. But sometimes it works, and sometimes just makes Portal 2 exit. I gave up
Ofc i worked when th 2 player activated it together and their spawnpoint ws switched together, weird.
Welsh Mullet wrote:
Can't you have the players spawn in a small, dark room, then use teleports to get them to the right spawn?
This is what I am doing 
msleeper wrote:
This happens multiple times in the official maps. Has nobody compiled those to see how it's done?
I never saw an official map like that.
There are rooms where BOTH player must be present, and then both spawnpoint is switched. Worked for me without problem.
The problem was when I tried to separate them, making two trigger, one for blue and one for orange.
When blue starts to touch the blue trigger then disable/enable spawnpoint and make it the default, and same for orange. Sometimes it works 5-6 times in a row, and sometimes (on exactly the same map) when one of the players walks thru, after 1-2 sec delay, portal 2 just exits.
This is why I stopped to continue my coop map (and because of the annoying indicator bug thing).
maybe someone can check whats the problem or if it works or not (map and vmf included)
mp_damagepy_01.zip (will delete and remove from here after 1 week)
(this is my attempt to transform my singleplayer map into a coop)
dont try to noclip-fly, because each "checkpoint" only disable the last one, so triggering the 4th spawnpoint it disables the 3rd. Normally players cant skip them.
One checkpoint is at the door of the 3rd big room, one is before the acid, and one is in the 4th gel room. When I test it with ss_map it works ok, also in coop sometimes, but friend said that sometimes it just exits for them, sometimes not. Weird. Anyway, 1-2 day from now when I have time to continue again, I'll do that one-spawnroom portals-with-different-exitpoint thing.
also, whats the problem with my indicator in the gelroom? tried everything, but one always stay blue 
FYI, my coop checkpoint prefab- Marlow's Coop Airlock Spawn Prefab
I personally like the idea of people modifying the spawn/airlock/end instances so we can get some variety, even some minor differences like the ones I've made in mine.
I don't know why you would want to split the robot team up though. They are inseparable!
screedle wrote:
I was designing a race map, but gave up and started making another map for the summer competition.
Time is almost up! Hopefully it's good 