Unite different vmf's into one & dynamic spawn point

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iSpectra
49 Posts
Posted Feb 14, 2013
Hey,

I want to release a map in the Steam workshop as one, but it's currently split into 4 different .vmf files. What's the best way to deliver this to the player? Paste all the levels into one and then connect them, let the player download all single files,... ?

Regards,
iSpectra

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Lpfreaky90
2,842 Posts
Posted Feb 14, 2013
Replied 14 minutes later

iSpectra wrote:
Hey,

I want to release a map in the Steam workshop as one, but it's currently split into 4 different .vmf files. What's the best way to deliver this to the player? Paste all the levels into one and then connect them, let the player download all single files,... ?

Regards,
iSpectra

put them together in one map using func_instances; matching the entrances and exits etc :wink:

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iSpectra
49 Posts
Posted Feb 14, 2013
Replied 44 minutes later
Man, how could I forget instancing!? Thanks for the fast help!

Edit: Can I change the spawn point of the player when he enters a specific area? Because if he somehow dies and re-spawns at the very beginning of the level, that would be quite annoying.

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FelixGriffin
2,680 Posts
Posted Feb 14, 2013
Replied 1 hour later
Trigger_autosave and/or logic_autosave entities.
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zivi7
649 Posts
Posted Feb 14, 2013
Replied 3 minutes later
I can't check right now, but either the global_pti_ents or the global_ents instance has a logic_autosave called @autosave I believe. So you'd only need to place triggers triggering that @autosave. :thumbup:
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iWork925
1,080 Posts
Posted Feb 15, 2013
Replied 1 day later
Unless its MP, in which case you would probably want to use the airlock instances...