Creating a Portal 2 Coop Map
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		Basic Steps
Here are the basic steps needed to create a coop map:
- Create a func_instance.  Set its VMF file to one of the coop spawn rooms, such as <instances/coop/coop_spawn_room.vmf. These VMF files already contain an info_player_start, so don't create another one.
- Create another func_instance, this one set to one of the level end rooms, such asinstances/coop/coop_endlevel_room.vmf.
- Build your map in between these rooms. (You can move them, of course.) The embedded VMF files have an obvious exit which should lead into your map. You may need to enclose the rooms in order to prevent leaks.
- Make sure you save the map with the prefix mp_coop_.
That's it! See Testing Portal 2 Co-Op Maps Alone for how to test the map without a partner. (To test it with a partner, both must have the .bsp file. Get into the hub normally, then the host should changelevel to the map.)
Co-op Level Without Spawn Instances
Step 1: Necessary entities
To create a co-op level, you need to use:
- a logic_auto
- TWO logic_relays
- a logic_coop_manager
- TWO logic_scripts
- TWO prop_indicator_panels
- a prop_button
- TWO info_coop_spawns (place them where you want the players to start)
 Note:You must hide the
Note:You must hide the prop_indicator_panel and the prop_button so the players won't see it in the level.Step 2: Names
- Name your first logic_relay"relay_return_hub"
- Name your second logic_relay"@relay_has_new_taunt"
- Name your logic_coop_manager"coopmanage_return_hub"
- Name your first logic_script"script_return_hub"
- Name your second logic_script"@script_mp_coop_lobby"
- Name your first prop_indicator_panel"panel_level_return_orange"
- Name your first prop_indicator_panel"panel_level_return_blue"
- Name your info_coop_spawns "spawns_1"
 Note:The
Note:The prop_button doesn't need a name.Step 3: Properties
1. Go to script_return_hub's properties and do the following:
- Property Name - Value - Name - script_return_hub - Entity Scripts - debug_scripts/mp_coop_transition_list.nut 
 
2. Now go to the @script_mp_coop_lobby's properties and do this:
- Property Name - Value - Name - @script_mp_coop_lobby - Entity Scripts - debug_scripts/mp_coop_lobby.nut 
 
3. Continue to the panel_level_return_orange properties:
- Property Name - Value - Name - panel_level_return_orange - Time Duration - 3 - Is a timer? - Yes - Indicator lights - tex_level_return_orange 
 
 Warning:
Warning:panel_return_blue has the same properties except for the "Indicator lights," which is tex_level_return_blue.4. Continue to the spawns_1s' properties:
- Property Name - Value - Name - spawns_1 - Team - <red or blue, depending on wich player> 
 
5. Give the prop_button the following properties:
- Property Name - Value - Delay Before Reset - 3 
 
Step 4: Outputs/Inputs
Now we need to connect all these entities together.
- logic_auto Outputs
 Note:Don't forget the delays and the "Only Once."
Note:Don't forget the delays and the "Only Once."
- logic_coop_manager Outputs
- relay_return_hubOutputs
- @relay_has_new_tauntOutputs
- prop_button Outputs
That's it! You now can create co-op maps with working co-op scripting!
Trivia
- When a map is exactly named mp_coop_community_hub.bspit can be also run with themapcommand.



























