Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

players-transitioning #341

Open
Mikk155 opened this issue Dec 21, 2024 · 4 comments
Open

players-transitioning #341

Mikk155 opened this issue Dec 21, 2024 · 4 comments

Comments

@Mikk155
Copy link
Contributor

Mikk155 commented Dec 21, 2024

i was about to write a list of maps which could have the same issue but then i though this would be somewhat problematic

20241220173838_1

This issue also happened on the second map of anticitizen one and the first in nova prospekt when you get outside of the cave with the antlions.

Here my idea: do not positionate players using trigger_transition, Yes it wouldn't necesarly be the best approach but i personally think it's better to have a fixed-spot (info_player_start) than getting unexpected spawn spots

@ZehMatt
Copy link
Collaborator

ZehMatt commented Dec 21, 2024

I don't know what the issue is, you have left that part out.

@Mikk155
Copy link
Contributor Author

Mikk155 commented Dec 21, 2024

Though the screenshot was self explain, seems that a problem with transitioning player instances, in the sceeenshot one of my friend spawned behind the blocked trigger_changelevel. I also did in the next map of Anticitizen One (when dog opens the gate)

@ZehMatt
Copy link
Collaborator

ZehMatt commented Dec 21, 2024

I wasn't really sure what to look for in the picture but I think I see what you mean now. I'm against making the position static, it also doesn't work for every map in where there is not a lot of space. I will have to think about it and try a few things, like making the barrier just block one direction and otherwise let things pass through but not sure how to go about that just yet.

@Mikk155
Copy link
Contributor Author

Mikk155 commented Dec 21, 2024

Hmn that may vary for almost al maps, one idea i can think on is using the trigger_transition or adding a BBOX in the script to the absolute origins maxs/mins the players should be, because right now i think it doesnt even checks that, in coast map the one bridge where you fight the gunship, a player did spawned in the sea, he may have fall or was in a place that when changed level, he had no support for standing, so yeah the best approach would be to have a predefined zone at where the players were at the moment of level change, and anyone outside that zone will simply spawn in the spawnpoint

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants