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Normal Topic Playerstart coop (Read 475 times)
Rubie
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Retired

Posts: 138
Location: Belgium
Joined: Jan 19th, 2013
Gender: Male
Playerstart coop
Jan 25th, 2019 at 10:58am
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Hi,

Howto fix players not get killed if they are on the playerstart actor and another player does login ?

I see in Editor many maps have only one playerstart , but i dont think this cause the problem as they are set bcoopstart = true

Greets,

Rubie
  

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Masterkent
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Posts: 1337
Location: Russia
Joined: Apr 5th, 2013
Gender: Male
Re: Playerstart coop
Reply #1 - Jan 25th, 2019 at 12:55pm
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I presume, you're using some coop mod made by dots and the root of the described issue is there, so you could ask him about fixing it.

UnrealShare.CoopGame prevents telefragging by means of disabling collision of newly spawned PlayerPawns:

Code
Select All
function bool IsRelevant(actor Other)
{
	// hide all playerpawns

	if ( Other.IsA('PlayerPawn') && !Other.IsA('Spectator') )
	{
		Other.SetCollision(false,false,false);
		Other.bHidden = true;
	}
	return Super.IsRelevant(Other);
} 


As you can see, there is no any rocket science here, it's just a few lines of code. If you want a "cure" ASAP, you can try to compile and add the following mutator:

Code
Select All
class GhostPlayerSpawn expands Mutator;

function bool CheckReplacement(Actor A, out byte bSuperRelevant)
{
	if (PlayerPawn(A) != none)
		A.SetCollision(false, false, false);
	return true;
} 

  
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Rubie
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Posts: 138
Location: Belgium
Joined: Jan 19th, 2013
Gender: Male
Re: Playerstart coop
Reply #2 - Jan 25th, 2019 at 7:19pm
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Masterkent wrote on Jan 25th, 2019 at 12:55pm:
I presume, you're using some coop mod made by dots and the root of the described issue is there, so you could ask him about fixing it.

UnrealShare.CoopGame prevents telefragging by means of disabling collision of newly spawned PlayerPawns:

Code
Select All
function bool IsRelevant(actor Other)
{
	// hide all playerpawns

	if ( Other.IsA('PlayerPawn') && !Other.IsA('Spectator') )
	{
		Other.SetCollision(false,false,false);
		Other.bHidden = true;
	}
	return Super.IsRelevant(Other);
} 


As you can see, there is no any rocket science here, it's just a few lines of code. If you want a "cure" ASAP, you can try to compile and add the following mutator:

Code
Select All
class GhostPlayerSpawn expands Mutator;

function bool CheckReplacement(Actor A, out byte bSuperRelevant)
{
	if (PlayerPawn(A) != none)
		A.SetCollision(false, false, false);
	return true;
} 



Thx MK  I understand the code it's real super fun if you know all this , i'm feel so sry I will never be aible to learn .
  

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gopostal
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Posts: 942
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Gender: Male
Re: Playerstart coop
Reply #3 - Jan 26th, 2019 at 2:16pm
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Hit me up Rubie if you need help with this.
  

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but we're all going to die one day
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