This article relates to the game "Portal 2". Click here for more information.

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 as instances/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:

Note.pngNote: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.pngNote: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.pngWarning: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
My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnMapSpawn @script_mp_coop_lobby RunScriptCode CheckForNewTaunts() 2.00 No
Io11.png OnMapSpawn script_return_hub RunScriptCode MapPostLoaded() 2.00 Yes
Io11.png OnMapSpawn script_return_hub RunScriptCode SetMapBranchAndLevel() 0.25 Yes
Io11.png OnMapSpawn spawns_1 SetAsActiveSpawn <none> 0.00 No
Note.pngNote:Don't forget the delays and the "Only Once."


logic_coop_manager Outputs
My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnChangeToAllTrue relay_return_hub Trigger <none> 0.00 No
Io11.png OnChangeToAllTrue panel_level_return_orange Check <none> 0.00 No
Io11.png OnChangeToAllTrue panel_level_return_blue Check <none> 0.00 No
  • relay_return_hub Outputs
My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger script_return_hub RunScriptCode ReturnToHubFromLevel() 1.00 Yes


  • @relay_has_new_taunt Outputs
My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger brush_new_taunts Enable <none> 0.00 Yes


My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnButtonReset panel_level_return_orange Stop <none> 0.00 No
Io11.png OnButtonReset coopmanage_return_hub SetStateBFalse <none> 0.00 No
Io11.png OnPressed panel_level_return_orange Start <none> 0.00 No
Io11.png OnPressed coopmanage_return_hub SetStateBTrue <none> 0.00 No

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.bsp it can be also run with the map command.