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SetPlayerRespawn

A trigger zone that sets the player.lastpos which is the player last spawn point. It can either be managed by this NPCControl or be a completely independant collider that PlayerControl can collider with.

Data Arrays

  • vectordata[0]: The position to set the player lastpos when entered. If the magnitude is less than 0.1, the whole collider is managed indepedently from any NPCControl and it will instead be used by PlayerControl directly. More information can be found in the Respawn documentation

Setup

There are 2 modes this object can operate on:

  • vectordata[0].magnitude is 0.1 or higher: this NPCControl manages the lastpos and the colliders to it via its OnTriggerStay
  • vectordata[0].magnitude is less than 0.1: this object is destroyed after creating an independant GameObject with a BoxCollider that PlayerControl's OnTriggerStay interacts with

In the case of NPCControl management, the boxcol's layer is set to 0 (default) which ends this object's setup.

In the case of independant management by recreating boxcol a new GameObject named Respawner with a new trigger BoxCollider that is childed to the map with the following properties:

  • position is set to the entity.startpos
  • angles is set to this transform's angles
  • tag is set to Respawn (which allows it to be detected by PlayerControl and others)
  • isStatic is set to true

Finally, the gameObject gets destroyed. From now on, this NPCControl cease to exist because the entire logic is managed by an independant GameObject. The tag gives it special behaviors:

  • The Beemerang entity.ccol and scol have their collisions ignored with the collider
  • OnTriggerStay of PlayerControl: if the other collider has the tag with a vectordata[0] above 0.1, lastpos is set to it.
  • OnTriggerExit of PlayerControl: respawncount is set to 0.0 which resets a failsafe to prevent too much infinite respawns.
  • OnTriggerStay of RayDetector: prevents entity.hitwall to change when colliding with an object with this tag.

This means the Update and OnTriggerStay of this document only applies when the collider is managed by this NPCControl.

Update (When managed by this NPCControl)

If the timer hasn't expired yet, it is decremented by the game's frametime clamped from 0.0 to infinity. Otherwise, if it is 0.0 and the entity isn't dead, a Death coroutine is started with the entity.

OnTriggerStay (When managed by this NPCControl)

If the magnitude of vectordata[0] is above 0.1 and the other gameObject is the player, the player lastpos is set to vectordata[0].