Creating a Portal 2 Coop Map
Contents
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 aninfo_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_relay
s - a
logic_coop_manager
- TWO
logic_script
s - TWO
prop_indicator_panel
s - a
prop_button
- TWO
info_coop_spawn
s (place them where you want the players to start)
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_spawn
s "spawns_1"
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:
panel_return_blue
has the same properties except for the "Indicator lights," which is tex_level_return_blue
.4. Continue to the spawns_1
s' 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."
logic_coop_manager
Outputs
relay_return_hub
Outputs
@relay_has_new_taunt
Outputs
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.bsp
it can be also run with themap
command.