Basic interaction with player start points

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Apeirogon
Posts: 1606
Joined: Mon Jun 12, 2017 12:57 am

Basic interaction with player start points

Post by Apeirogon »

Recently I have been played in Sunder in multiplayer with my friends using Gzdoom. Spoiler alert, Sunder was not designed with multiplayer in mind, so it have only one player start on each map.
So at the beginning of each map I was telefraged, and then forced to wait a minute or two until all players are spawned and moved away from spawning point so I would be able to respawn. And its not very interesting.

What I ask for is expose some "player start related" methods to Zscript so it would be possible to spawn player at player start with offset/wait until it would be possible to spawn without being telefragged/create temporally new player start/etc. using custom, user created script.
_mental_
 
 
Posts: 3814
Joined: Sun Aug 07, 2011 4:32 am

Re: Basic interaction with player start points

Post by _mental_ »

Did you try to add more player starts via LevelPostProcessor?
User avatar
Apeirogon
Posts: 1606
Joined: Mon Jun 12, 2017 12:57 am

Re: Basic interaction with player start points

Post by Apeirogon »

It possible now?
If it possible with AddThing(arguments), how use it properly? I just need to use thing id from map editor (so for player starts it 1-4)?
_mental_
 
 
Posts: 3814
Joined: Sun Aug 07, 2011 4:32 am

Re: Basic interaction with player start points

Post by _mental_ »

The following code adds player starts to a map with no things at all.

Code: Select all

class AddPlayerStartsLevelPostProcessor : LevelPostProcessor
{
	protected void Apply(Name checksum, String mapname)
	{
		for (int i = 1; i < 5; ++i)
		{
			AddThing(i, (64 * i, 0, 0));
		}
	}
}

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