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Coop Monoportal Support

Open y0sh100 opened this issue 8 years ago • 14 comments

There are single auto portals but why not add coop auto portals?

y0sh100 avatar Aug 01 '17 06:08 y0sh100

It's possible to add autoportals for the Coop players, but one major problem is that it isn't possible in Coop to have a monoportal device - Valve didn't implement the capability. You always have either no gun or a dual portal device. The other problem is that it forces one player to be always with no gun or the reverse, which I try to avoid (the Seperation checkpoint lets you choose sides). I do think actually I should fix that for Aperture Tag maps, so you can decide what to use.

TeamSpen210 avatar Aug 01 '17 06:08 TeamSpen210

when it's on coop you can't plant more then 2 autoportals I was hoping a coop one could be made where 4 auto portals work.

y0sh100 avatar Aug 01 '17 06:08 y0sh100

I was thinking if you set it to start reverse It's peabody's portals and if it isn't it's Atlas'

y0sh100 avatar Aug 01 '17 06:08 y0sh100

'peabody' and i assume atlas is now sherman? im just kidding. anyways just thought i would say, nice idea! would be helpful

TheLoafLord avatar Aug 01 '17 06:08 TheLoafLord

@TeamSpen210 The seperated coop checkpoint needs to be left for blue for right for orange since atlas is supposed to go through the left side. For aperture tag.

FrozenDragon0 avatar Aug 03 '17 04:08 FrozenDragon0

image

Its possible to have coop monoportal guns. This one line script, for example, takes away orange's first portal.

EntFireByHandle(Entities.FindByClassnameNearest("weapon_portalgun", Entities.FindByName(null, "!player_orange").GetOrigin(), 0), "AddOutput", "CanFirePortal1 0", 0, null, null);

The portals can be set by using AddOutput to change the keyvalues CanFirePortal1 and CanFirePortal2.

beepster4096 avatar May 28 '20 03:05 beepster4096

Can confirm that this method works. It's even possible to disable both portals, which would allow implementing On/Off Buttons in Coop. Each player's portals reset when they die, but that can easily be worked around.

vrad-exe avatar Jun 01 '20 02:06 vrad-exe

...in fact, I'm really not sure what the problem was to begin with. Removing the bots' existing portal guns, then having them pick up a monoportal device works perfectly fine.

vrad-exe avatar Jun 01 '20 03:06 vrad-exe

I made a testmap for this with actual autoportals. It works just as you'd expect and I haven't encountered any major problems. image The map, for anyone interested. The console command ent_fire coop_monoportal_script runscriptcode "SetPortalGun(<player number>,<portal number>,<state>)" can be used to set the guns manually.

vrad-exe avatar Jun 01 '20 04:06 vrad-exe

As a BEE item, this would probably use the Panel Angle property to select between the four portal colors.

vrad-exe avatar Jun 02 '20 00:06 vrad-exe

I made a coop version of the autoportal frame for this: image The numbers are skin indices. Files

beepster4096 avatar Jun 02 '20 05:06 beepster4096

@DrMeepster Very nice.

FrozenDragon0 avatar Jun 02 '20 06:06 FrozenDragon0

I'll go ahead and commit that model, although actually implementing this requires some changes to the portal manager script to support multiple players, so it probably won't happen in the next release.

vrad-exe avatar Jun 02 '20 19:06 vrad-exe

#3317 should be implemented first (or alongside this)

vrad-exe avatar May 06 '23 00:05 vrad-exe