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[FEAT] Co-op #210
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[FEAT] Co-op #210
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Coop_LoadMapFromStartPoint allows loading from beginning of map
Added util function for loading maps
Load sp_crashsite
Adds a function for iterating over playlist
Closes #207 |
can someone review co-op? |
player.s.inPostDeath = false | ||
player.s.respawnSelectionDone = true | ||
DoRespawnPlayer( player, null ) | ||
ClientCommand( player,"script_client thread MainHud_TurnOn_RUI( true )" ) // TODO: can this help with no hud on dedi? |
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Didn't clientcommands get yeeted?
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Can't test rn, but this should no longer work on latest
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this might be the reason for the broken ui on dedi servers :(
Also could you maybe tell us what you changed in the |
I think it would be easier for you to extract the vpks yourself and show the diffs with your text editor of choice |
I asked because I dont have access to the game rn :( |
in s2s's ent file I added a stuff to spawn a third a widow ship, which serves the role of a respawn point. |
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some things I noticed after a quick look
// massive trol | ||
for( int x = 1; x < achievements.MAX_ACHIVEMENTS; x++ ) | ||
UnlockAchievement( player, x ) |
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cring
// massive trol | |
for( int x = 1; x < achievements.MAX_ACHIVEMENTS; x++ ) | |
UnlockAchievement( player, x ) |
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I removed it, In a commit that I didn't push yet
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wait 1 | ||
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for(;;) |
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why is this loop infinite?
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people sometimes can't be respawned right away.
foreach( p in GetPlayerArray() ) | ||
{ | ||
if ( IsValid( p ) && IsAlive( p ) && p != player && p.IsOnGround() && !p.IsWallRunning() && !p.IsWallHanging() ) | ||
{ | ||
BasicRespawnLogic( player ) | ||
player.SetOrigin( p.GetOrigin() ) | ||
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if ( p.IsTitan() ) | ||
thread MakePlayerTitan( player, p.GetOrigin() ) | ||
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OnTimeShiftGiveGlove( player ) | ||
if ( ( GetMapName() == "sp_beacon" || GetMapName() == "sp_beacon_spoke0" ) && Flag( "HasChargeTool" ) ) | ||
GiveBatteryChargeToolSingle( player ) | ||
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player.Signal( "InternalPlayerRespawned" ) | ||
} |
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assuming there are 3 players on a server and one dies, this would set the position of the respawning player twice. Why not break after a valid player where you can respawn is found?
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it wouldn't set twice.
after the player receives the signal InternalPlayerRespawned
the thread is over
well unless the needs to be respawned as a titan.
that's just how I coded it.
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void function ClRespawnselect_SP_Init() | ||
{ | ||
Assert( !IsMultiplayer() ) |
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pretty sure this is never supposed to happen in coop. Just remove the function?
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thats how respawn did it
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void function CoopCustomPrecache() | ||
{ | ||
// PrecacheWeapon( "mp_weapon_peacekraber" ) |
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I don't see an issue with loading the peacekraber
// PrecacheWeapon( "mp_weapon_peacekraber" ) | |
PrecacheWeapon( "mp_weapon_peacekraber" ) |
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the peacekraber pr hasn't been merged yet :(
#398
// create kunai damage source so game won't crash when we hit smth with it | ||
// just using the default melee one, easier than making a new one | ||
getconsttable()[ "eDamageSourceId" ][ "melee_pilot_kunai" ] <- eDamageSourceId.melee_pilot_emptyhanded |
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try{ | ||
player.StopSoundOnEntity( geigerSFX_1 ) | ||
player.StopSoundOnEntity( geigerSFX_2 ) | ||
player.StopSoundOnEntity( geigerSFX_3 ) | ||
} | ||
catch( aaaaaaaaa ) | ||
{ | ||
print( aaaaaaaaa ) | ||
} |
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what's the error here?
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I forgor
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it works so I wouldn't want to touch it.
struct MyFile | ||
{ | ||
entity camera | ||
vector skycam_origin | ||
vector skycam_angles | ||
} | ||
MyFile file |
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me when respawn devs don't even bother renaming copy pasted code
void function EmptyFunc() | ||
{ | ||
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} |
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Why is respawn like this
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😅
I did that
Is there any update related to this PR? |
I made a docker image based on pg9182 Dedicated Server. Also there is a packed Northstar instance with the coop mod here |
death and more