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Testing Portal 2 Co-Op Maps Alone: Difference between revisions

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(note on starting maps with non-standart name)
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{{otherlang2
{{lang|Testing Portal 2 Co-Op Maps Alone|title=Testing ''Portal 2'' Co-Op Maps Alone}}
|de=Testing Portal 2 Co-Op Maps Alone:de
{{p2 topicon}}
|ru=Testing Portal 2 Co-Op Maps Alone:ru
|zh-cn=Testing Portal 2 Co-Op Maps Alone:zh-cn
}}
[[Category:Portal 2 Level Design]]
[[Category:Portal 2 Level Design]]
This is a guide on how you can test co-op maps alone utilizing the [[splitscreen]] capabilities of the Source engine. This also works for any existing coop maps. It does not require any modifications to the map file itself.
This is a guide on how you can test co-op maps alone utilizing the [[splitscreen]] capabilities of the Source engine. This also works for any existing coop maps. It does not require any modifications to the map file itself.


This does not cover the requirements for making a coop level in the first place.
This does not cover the requirements for making a coop level in the first place.
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==Loading the Map==
==Loading the Map==
; <code>[[ss_map]] ''mapname''</code>
; <code>[[ss_map]] ''mapname''</code>
: Load <code>''mapname''</code> in splitscreen 2-player mode. Analogous to <code>[[Map (ConCommand)|map]]</code> in singleplayer. Like <code>map</code>, it is not required to add the trailing .bsp.
: Load <code>''mapname''</code> in splitscreen 2-player mode. Analogous to <code>[[Map (ConCommand)|map]]</code> in singleplayer. Like <code>map</code>, it is not required to add the trailing <code>.bsp</code>.
{{Note|If the map name doesn't begin with "mp_coop_", add " *mp" to the end of the command: <code>ss_map ''mapname'' *mp</code> }}
{{Note|If the map name doesn't begin with "mp_coop_", add " *mp" to the end of the command: <code>ss_map ''mapname'' *mp</code> }}
; <code>[[ss_splitmode]] ''mode''</code>
; <code>[[ss_splitmode]] ''mode''</code>
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: <code>ss_splitmode 2</code>: Side-by-side split
: <code>ss_splitmode 2</code>: Side-by-side split


If your map is stuck at the loading screen, try to shorten the vmf filename and recompile.
If your map is stuck at the loading screen, try to shorten the VMF filename and recompile.


===Dual Monitors===
===Dual Monitors===
If you run dual monitors and want to split to each monitor, follow [https://web.archive.org/web/20160726125926/http://forums.steampowered.com/forums/showthread.php?t=1857198 this guide]
If you run dual monitors and want to split to each monitor, follow [https://web.archive.org/web/20160726125926/http://forums.steampowered.com/forums/showthread.php?t=1857198 this guide]


==Controlling the second player==
==Controlling the Second Player==
If you could actually play the coop map entirely as one player, it wouldn't be a very cooperative map. These are some ways you can control the second player.
If you could actually play the coop map entirely as one player, it wouldn't be a very cooperative map. These are some ways you can control the second player.


===<code>in_forceuser</code>===
===<code>in_forceuser</code>===
; <code>[[in_forceuser]] ''playerindex''</code>
; <code>[[in_forceuser]] ''playerindex''</code>
: Take over the second player. All movement and other keybindings will be as if the second player used them. Requires cheats to be enabled.
: Take over the second player. All movement and other keybindings will be as if the second player used them. Requires cheats to be enabled.
: <code>[[sv_cheats]] 1</code>: Turn on cheats
: {{ent|sv_cheats|1}}: Turn on cheats
: <code>in_forceuser 0</code>: Control player #1 (Atlas)
: <code>in_forceuser 0</code>: Control player #1 (Atlas)
: <code>in_forceuser 1</code>: Control player #2 (P-Body)
: <code>in_forceuser 1</code>: Control player #2 (P-Body)
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: Swaps you between first and second player when you push "z".
: Swaps you between first and second player when you push "z".


{{note|If you are moving, crouching, shooting portals or otherwise performing an action when you change players, you will stop during the change but immediately resume the action when you change back. For instance, if you're holding "w" to move forward, you will stop moving forward as soon as you hit "z" (assuming you use the BindToggle above), but immediately resume moving forward when you hit "z" again even if "w" is no longer being held down. To stop this, simply tap "w" again, or use a more robust keybinding: <code>[[Bind]] "z" "-moveleft; -moveright; -use; -forward; -back; -attack; -attack2; toggle in_forceuser"</code>.}}
{{note|If you are moving, crouching, shooting portals or otherwise performing an action when you change players, you will stop during the change but immediately resume the action when you change back. For instance, if you're holding "w" to move forward, you will stop moving forward as soon as you hit "z" (assuming you use the BindToggle above), but immediately resume moving forward when you hit "z" again even if "w" is no longer being held down. To stop this, simply tap "w" again, or use a more robust keybinding: <code>[[Bind]] "z" "-moveleft; -moveright; -use; -forward; -back; -attack; -attack2; toggle in_forceuser"</code>.}}


===Use a controller===
===Use a Controller===
This is actually more complicated than it sounds unless you have two controllers available. Source will map actions of the first detected controller to the first player and there doesn't seem to be any way to override this. The workaround is to either have two actual controllers or use trickery to make your computer think it has two controllers.
This is actually more complicated than it sounds unless you have two controllers available. Source will map actions of the first detected controller to the first player and there doesn't seem to be any way to override this. The workaround is to either have two actual controllers or use trickery to make your computer think it has two controllers.


You can also connect one controller and enter command <code>in_forceuser 1</code>. Then, Atlas will be controled by controller and P-body will be controled by keyboard.
You can also connect one controller and enter command <code>in_forceuser 1</code>. Then, Atlas will be controled by controller and P-body will be controled by keyboard.
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:: <code>change_portalgun_linkage_id '''2'''</code>: Orange
:: <code>change_portalgun_linkage_id '''2'''</code>: Orange
:: <code>change_portalgun_linkage_id '''''[3-9]'''''</code>: Extra / Reserved
:: <code>change_portalgun_linkage_id '''''[3-9]'''''</code>: Extra / Reserved
{{Note|The color appearance of portals is tied to the person firing them. (e.g. When Blue fires Orange's portals (''linkage_id: 2''), they appear blue until Orange fires them again.}}
{{Note|The color appearance of portals is tied to the person firing them. E.g., when Blue fires Orange's portals (''linkage_id: 2''), they appear blue until Orange fires them again.}}


== Other useful console commands ==
== Other Useful Console Commands ==
; <code>[[cmd2]] ''command''</code>
; <code>[[cmd2]] ''command''</code>
: Executes ''command'' as if typed by the second player.
: Executes ''command'' as if typed by the second player.
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: <code>ss_pipsplit 3; ss_pipscale 1; ss_pip_bottom_offset 0; ss_pip_right_offset 0</code> can be used to show only the second player's view
: <code>ss_pipsplit 3; ss_pipscale 1; ss_pip_bottom_offset 0; ss_pip_right_offset 0</code> can be used to show only the second player's view


== External links ==
== External Links ==
* [http://forums.thinking.withportals.com/maps-and-modding/running-testing-co-op-maps-in-singleplayer-t2299.html Original version of this guide] hosted at ThinkingWithPortals.com
* [http://forums.thinking.withportals.com/maps-and-modding/running-testing-co-op-maps-in-singleplayer-t2299.html Original version of this guide] hosted at ThinkingWithPortals.com
* [http://forums.steampowered.com/forums/showthread.php?t=1847904 How-to: Split Screen Coop]
* [http://forums.steampowered.com/forums/showthread.php?t=1847904 How-to: Split Screen Coop]
* [http://forums.steampowered.com/forums/showthread.php?t=1857198 How-to: SplitScreen with 2 monitors]
* [http://forums.steampowered.com/forums/showthread.php?t=1857198 How-to: SplitScreen with 2 monitors]
* [http://forums.steampowered.com/forums/showthread.php?p=22141019 How-to: Play Co_Op Alone]
* [http://forums.steampowered.com/forums/showthread.php?p=22141019 How-to: Play Co_Op Alone]
[[Category:Portal 2 Level Design]]
[[Category:Portal 2 Level Design]]
[[Category:Portal 2 Tutorials]]
[[Category:Portal 2 Tutorials]]

Revision as of 13:38, 8 May 2022

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This is a guide on how you can test co-op maps alone utilizing the splitscreen capabilities of the Source engine. This also works for any existing coop maps. It does not require any modifications to the map file itself.

This does not cover the requirements for making a coop level in the first place.

Loading the Map

ss_map mapname
Load mapname in splitscreen 2-player mode. Analogous to map in singleplayer. Like map, it is not required to add the trailing .bsp.
Note.pngNote:If the map name doesn't begin with "mp_coop_", add " *mp" to the end of the command: ss_map mapname *mp
ss_splitmode mode
Changes the splitscreen mode.
ss_splitmode 0: Use recommended settings based on width
ss_splitmode 1: Top-and-bottom split
ss_splitmode 2: Side-by-side split

If your map is stuck at the loading screen, try to shorten the VMF filename and recompile.

Dual Monitors

If you run dual monitors and want to split to each monitor, follow this guide

Controlling the Second Player

If you could actually play the coop map entirely as one player, it wouldn't be a very cooperative map. These are some ways you can control the second player.

in_forceuser

in_forceuser playerindex
Take over the second player. All movement and other keybindings will be as if the second player used them. Requires cheats to be enabled.
sv_cheats 1: Turn on cheats
in_forceuser 0: Control player #1 (Atlas)
in_forceuser 1: Control player #2 (P-Body)

To make this easy to use, set a keybinding for it:

BindToggle "z" in_forceuser
Swaps you between first and second player when you push "z".
Note.pngNote:If you are moving, crouching, shooting portals or otherwise performing an action when you change players, you will stop during the change but immediately resume the action when you change back. For instance, if you're holding "w" to move forward, you will stop moving forward as soon as you hit "z" (assuming you use the BindToggle above), but immediately resume moving forward when you hit "z" again even if "w" is no longer being held down. To stop this, simply tap "w" again, or use a more robust keybinding: Bind "z" "-moveleft; -moveright; -use; -forward; -back; -attack; -attack2; toggle in_forceuser".

Use a Controller

This is actually more complicated than it sounds unless you have two controllers available. Source will map actions of the first detected controller to the first player and there doesn't seem to be any way to override this. The workaround is to either have two actual controllers or use trickery to make your computer think it has two controllers.

You can also connect one controller and enter command in_forceuser 1. Then, Atlas will be controled by controller and P-body will be controled by keyboard.

Icon-Bug.pngBug:Portal icons on the screen will get swapping, because primary portal is on left when playing with keyboard and on right when playing with controller.  [todo tested in ?]

More information for this can be found on the Steam forums.

change_portalgun_linkage

This allows you to use the extra sets of linked portals without actually changing characters.

change_portalgun_linkage_id integer
Changes portals fired to belong to the specified character or team.
change_portalgun_linkage_id 0: Single-player
change_portalgun_linkage_id 1: Blue
change_portalgun_linkage_id 2: Orange
change_portalgun_linkage_id [3-9]: Extra / Reserved
Note.pngNote:The color appearance of portals is tied to the person firing them. E.g., when Blue fires Orange's portals (linkage_id: 2), they appear blue until Orange fires them again.

Other Useful Console Commands

cmd2 command
Executes command as if typed by the second player.
cmd2 name Player2: Sets the name of the second player
ss_force_primary_fullscreen enable
Makes the first player fullscreen if enable is 1, hiding the second player's view.
ss_pipsplit 3; ss_pipscale 1; ss_pip_bottom_offset 0; ss_pip_right_offset 0 can be used to show only the second player's view

External Links