I'm actually working on an updated version of OldTemple (it will be: FA_MineFactory, Coop mode), and have added my own respawning points area. However, despite the original area is clear of any waypoints or dummies, the game is still using the old respawning points either. It's like if the game was using "coords" written in another default file...
So, I was wondering if someone has an idea on how to erase those old respawing points...?
I'm using the "respawning points" used from the editor (assigned to Coop) and they are working as they should... The problem is that the original (and badly placed) respawning points (?) from the original OldTemple map (Ptero version) are still used in my "FA_" version!
Usually, I just delete the "Ptero respawnings points" in my updated maps but this time, neither the "respawning points", "waypoints" or "dummies" have been used by Pterodon!
The "old area" (from OldTemple) is now totally "clean" of any "respawning points" (of any kind) but we are STILL respawning in that badly placed area also!
OK, so as I said - use type WA of respawning points and change your coop.c script. It must work.
Don't forget to use correct names (in some standart coop script it was something like USSpawn_Coop_1 etc.)
Maybe you can check if in your map is some waypoint with this name, it can cause these problems.
Well, I made the tests with the new "WA" respawning points (it's working) but the map is STILL using the older ones ALSO!
I really have no idea "why"... I re-checked my map area and nothing is at that place!
I can only guess... I start to wonder if those old "coop respawning points" aren't "registered" in another file, and despite I deleted all the waypoints, respawning points and dummies in that area, the map will STILL use them until I have updated "that file" (but what could it be?). I'm thinking something like the "grow.dat" or "rain.dat" files we have to delete, to oblige the game to rebuild newer ones, to use the new settings...
Apparently, the old respawning points used are old waypoints (from the Ptero "mp" version) but without special names. Is it possible?
Check waypoints names in that area, maybe they can be used as respawning points also... Unfortunately I'm out of home this week but if you will upload your map level folder somewhere I can check it during weekend...
The waypoints in that area had no special names in the original "mp" map, and I deleted them all in my "FA_" version. Here is the position of my new respawning points; and here is the position of the original ones but as you can see, the area is completely empty! I cleared it! So, how is it possible to still respawn "there"? Some coords are still used but where are they "stored"?
Hmmm... lol
Yes, I could zip the folder to upload it somewhere but knowing I'm only using "default and original stuff" in my editions, if you duplicate the MineFactory map, you should have the same map as mine, excepted I "cleared" the areas you see on the pictures of course.
Because I'm "doing it" the same way as all my other VC_ and FA_ editions (those maps have no respawning points troubles), and it's not working correctly only on that map; I'm pretty sure "the problem" comes from the Pterodon's part, who made it in an "un-conventional" way apparently...
I also note that in the Ptero Coop version, players usually respawn "inside" each others like if not enough "points" were available but this is very hard to check because once we respawn, the vc starts to shoot at us and we just try to run away as fast as possible first!
I will continue to investigate on my side but if you really need my files, I will upload them later. Thank you for your help anyway!
Your idea was very interesting LDC-78 because during the duplication of a FA map, the handmap folder is duplicated also which is NOT the case with a VC map; so it could have been that. Unfortunately, after the test, without that folder, I still respawn in the old area...
At least it's a door we can already close! lol
Thanks for the proposition!