Change Level in multiplayer maps? Created 17 years ago2006-06-06 16:27:24 UTC by a a

Created 17 years ago2006-06-06 16:27:24 UTC by a a

Posted 17 years ago2006-06-06 16:27:24 UTC Post #184082
Im curious as to if it would be possible to have a functioning "Trigger_changemap" in a multiplayer level. The reason behind this would be that i would like to set up an fairly large level for the multiplayer of my mod, however the level is by far too big to be loaded all at once. I would like to know if it is possible to split it in two and have Trigger_changemap at the junction point to load the other map. Is this possible? :biggrin:
Posted 17 years ago2006-06-06 16:40:35 UTC Post #184084
it... might be...

the gameplay would be crap, though - because every time someobdy reached the changelevel, the map would change for everyone playing.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-06-06 16:42:38 UTC Post #184085
whoa, i've never come across that before! i really don't think so, and a multiplayer that big is probably too big. There is a limit to how big an area people like to play at, and depending on their systems.
Posted 17 years ago2006-06-06 16:47:26 UTC Post #184088
Well, you could in Sven Coop, but thats just6 because that game is supposed to change maps in MP. Dunno, give it a shot and tell us if it works :)
By the way, I think I know what you are getting at. Google the HL mod Mastersword, it does the same thing you're trying to do.
Posted 17 years ago2006-06-06 16:48:46 UTC Post #184089
however the level is by far too big to be loaded all at once.
Have you actually tried it and reached the limit? or is it just an assumption?
Posted 17 years ago2006-06-06 17:21:18 UTC Post #184101
It would thoroughly confuse the server, with vanilla HL. Bet you a tenner.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-06-06 17:34:51 UTC Post #184107
I used it in one of my TFC maps, op_overlord and I've seen it used in some of the more ambitions skillz maps, albiet I realised it was stupid because it was far easier to just end the map and get the server to change the map itself. It CAN work, but unfortunately it ruins playlist mods and unless theres been a change in the last year, noone ever got around to changing admin_mod so it worked with maps that use the changemap entity unfortuantely. Id advise against it and try to split the map into two where possible.
Posted 17 years ago2006-06-07 07:44:06 UTC Post #184174
Why would you want to split a map in two in the first place though? You'd force others who are just running around having fun to switch from one map to the other over and over again. Sounds like it'd get annoying after a very short period of time.
Posted 17 years ago2006-06-07 09:24:27 UTC Post #184179
If you play op_overlord you'll see why there can be a valid reason for it. If its purely for reasons of expanding the map size akin to how the entity should be used in SP, then its far too exploitable. Obviously it would have to be trigger only and could only ever occur once.
Posted 17 years ago2006-06-07 10:07:01 UTC Post #184180
How would the server cope with clients playing two different maps, or would everyone be forced to switch as soon as anyone did, like Sven-Coop (the last time I played it)?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-06-07 10:14:37 UTC Post #184183
everyone is forced to switch, else I'm sure someone would've tried to implement a map that has two maps running at the same time, which would need some crazy netcode
Posted 17 years ago2006-06-07 11:11:20 UTC Post #184185
the gameplay would be crap, though - because every time someobdy reached the changelevel, the map would change for everyone playing.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-06-07 11:43:26 UTC Post #184189
The only possible use I could see in this is to be able to create something like a mazzive dustbowl map from TFC. Well if you can find a good use for this, more power to you.
Posted 17 years ago2006-06-07 11:50:05 UTC Post #184191
as said, I used it in my 'dustbowl' map op_overlord and it messes with admin_mod, so you cant use it
Posted 17 years ago2006-06-08 08:51:25 UTC Post #184276
doesnt mean it wont work, you can usually add a lot of entities into the FGD or just include the halflife fgd as well
Posted 17 years ago2006-06-08 08:56:22 UTC Post #184278
You can't use trigger_changelevels in mp maps.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2006-06-08 12:30:08 UTC Post #184302
unless valve have removed it in a recent patch you can
Posted 17 years ago2006-06-08 12:35:49 UTC Post #184303
thankyou for answering, this map, as someone already stated is too big. I shall half the map and place it under two seperate maps.
I shall experiment with several programming tools and applications and see if i can activate it. I shall post any advancements i discover... :biggrin:
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