Facepunch / garrysmod-requests

Feature requests for Garry's Mod
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Multiplayer support for HL2 level transitions and save/restore system #1783

Open Matty-64 opened 3 years ago

Matty-64 commented 3 years ago

Support for multiplayer level transitions and loading/saving would make it possible to add co-op to HL2, and allow mappers to utilize it in their own maps as well. SecobMod was able to achieve this, I figure this would be great for Garry's Mod.

Vuthakral commented 3 years ago

This would be really beneficial for general development reasons due to the fact of singleplayer having to be accounted for by developers, and more often than not causing problems that result in less than proper systems to make things compatible between singleplayer & multiplayer modes.

and yes this is mostly me agreeing because I stopped giving a flying fuck about making stuff work 100% properly in singleplayer just because the game decides to handle things differently in singleplayer that create a headache to have to make overly complicated fixes & checks for.

TheBillinator3000 commented 3 years ago

Idk how to code so idk how difficult it would be to add this, but it would be nice to have.

🤔

Wiimeiser commented 3 years ago

Is it possible to enable/disable trigger_changelevel? Probably is, I think L4D2 does it? If players can be counted, this would allow for "gates" that all players must be in to transition, which would be one of the most pressing features needed for this given that the map transition areas are so small (for reference, I forgot the map name, but the C17 Town Square map only goes as far as the doorway at the bottom of the pit, while the following sewer map lacks the previous map's underground section)

shadow7483147 commented 3 years ago

Currently level transitions are completely disabled in multiplayer. There is no way to enable them, but they might still function as useable triggers. Some lua gamemodes such as Lambda have scripted a way to conduct multiplayer level transitions. You can use map logic and perhaps some lua team checks to trigger a transition, but by doing so you'd essentially be hardcoding the map in a way that makes it incompatible with most gamemodes.