-
Notifications
You must be signed in to change notification settings - Fork 14
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
Comments
I don't know what the issue is, you have left that part out. |
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) |
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. |
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 |
i was about to write a list of maps which could have the same issue but then i though this would be somewhat problematic
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
The text was updated successfully, but these errors were encountered: