PlayerMarker

 PlayerMarker -- Player starting (and restart?) position(s) in world.  Can have more than one.  Can be used to assign various properties to player starting at this marker.  Marked/numbered with a grid, for multiplayer.

 

 

PlayerMarker  (Davor Hunski)

Controls player spawning. It is used to link with world link from previous level, via name given through Group property. Each level can have more than one level exit and entrance, due to their being matched via group name. Up to 16 players can be spawned on one player marker simultaneously. In Serious Editor, the player marker is displayed as race start checkered flag with bottom divided into 16 colored areas. Each area the is spawn point for a player (i.e. coop player). When a player marker is triggered, it becomes active one for re-spawning on the same level. In a Serious Sam coop game, when the party leader enters an area, player marker is triggered and set to be checkpoint. Next re-spawned player will be placed on last checkpoint, and will have spawn attributes taken from that player marker. On player marker, you can set both masks for weapons and ammo that will be added to a player, and masks for removing ammo or weapons (if some weapon is brought from previous level and should be removed).

 

Give weapons

-ulong mask. Combination of bits representing weapons. Players have these weapons when they are spawned at the player marker. The weapons mask is actually a bit field, with each weapon having one bit:

(First Encounter - Davor Hunski)

The knife is 1, the Colt is 2, the Double Colt is 4, the Shotgun is 8, Double Shotgun is 16, the Tommygun is 32, the Minigun is 64, the Rocket Launcher is 128, the Grenades Launcher is 256, the Laser Rifle is 8192, and the Iron Cannon is 32768.

(Second Encounter - Carl Billen)

The knife is 1, the Colt is 2, the Double Colt is 4, the Shotgun is 8, Double Shotgun is 16, the Tommygun is 32, the Minigun is 64, the Rocket Launcher is 128, the Grenades Launcher is 256, the Chainsaw is 512, the Flamethrower is 1024, the Laser Rifle is 2048, the Sniper Rifle is 4096, the Really Big Cannon is 8192 (16384 and 32768 flags are not used) .

If you want the player to gain or lose specific weapons, simply add the numbers; for example, a double colt and shotgun is 4+8=12. On the First Encounter (and Second Encounter), the Knife and Colt are always given to the player.

 

Group

-string property. Used to match world link (previous level's exit) with player marker (level's entrance). If you set same group name (xxx) on world link in level A and on player marker in level B, when player exits level A via world link having group named xxx, they will appear in level B, on player marker having group named xxx.

 

Health

-float number. When player is spawned, they receive this amount of health.

 

Max ammo rate

-float number. When player is spawned, they receive amount of ammo given though this property. Note that there is a minimum- for example, 10 shells for the shotgun.

 

Message

-entity pointer. Points to a MessageHolder entity that will be loaded as soon as the player enters the game. The player will have to call NETRICSA in order to read the message, so mark the "Start in computer" property if you want the level to start with the message.

 

Quick start

-flag. Used to mark this player marker to be used exclusively in Serious Editor. It is used to distinguish editor test markers from regular in-game player markers. You can freely move this player marker around your editing level, so as to be able to conveniently test various areas' game play.

 

Shield

-float number. When player is spawned, they receives amount of shield given through this property.

 

Start in computer

-flag property. NETRICSA (Sam's implanted computer) will be called when player is spawned.

 

Take ammo

-ulong mask. Combination of flags, where each set flag represents one ammunition type to be taken from player upon spawning.

 

Take weapons

-ulong mask. Combination of flags, where each set flag represents one weapon to be taken from player upon spawning.

 

Target

-entity pointer. Entity targeted trough this property is triggered when player is spawned on player marker.

 

Obsolete

Name

Parent

Spawn flags

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By AverageJoe from serious community forum http://forums.seriouscommunity.com/showthread.php?s=&threadid=24725


A Quick Overview:
When you drag a PSE onto your map, you’ll notice that there are 17 squares, 16 of them have numbers on them.
In Single Player (SP) mode you will start on the blue square in the very center of the entity, and in Cooperative (CP) or Death Match (DM) each player will spawn on their own square.
So, when creating a map, take into consideration of your other players.
You’ll also notice that the marker is eight (8) meters wide and long. I suggest the minimum height be 2.5 meters. If I remember correctly, you are just under 2 meters high. The postings on the PSE five (5) meters high, there is basically no significance to that.

Entity Properties:
Give Weapons (W) [integer]
Group (G) [string]
Health (H) [float]
Max Ammo Ratio (A) [float]
Message (M) [enumeration]
Name (N) [string]
No Respawn In Place (R) [boolean]
Parent (Alt + Shift + A) [enumeration]
Quick Start (Q) [boolean]
Shield (S) [float]
Spawn Flags (Alt + Shift + S) [multiple boolean]
Start In Computer (C) [boolean]
Take Ammo [integer]
Take Weapons [integer]
Target (T) [enumeration]

Now I will define each property:
Give Weapons (W) [integer]
This is where you will select what weapons the player will start with by base numbers of the power of two (2). Here is the list of weapons:
0, or nothing - The standard Knife and Colt. You can’t change this without programming.
4 - Double Colts
8 - Single Barrel Shotgun
16 - Double Barrel Coach Gun
32 - Tommy Gun
64 - Mini Gun
128 - Rocket Launcher
256 - Grenade Launcher
512 - Chain Saw
1024 - Flame Thrower
2048 - Laser
4096 - Sniper Rifle
8192 - Cannon
You will automatically select the highest weapon up to the Rocket Launcher (128).
Ha, but now you say: "Great! But how do I get multiple weapons?"
Easy. Say you want 2 Colts and a Double Barrel Coach Gun. Add their numbers together!
4 + 16 = 20
Enter in ‘20’ into the Give Weapons category and when you start, you will be automatically given 2 Colts and a Double Barrel Coach Gun. Cool, huh? Croteam are geniuses.

Group (G) [string]
The Group category is only for Cooperative Matches.
Now, when labeling your coop starts, Try to stay with numbers, I.e. 0, 1, 2 etc.
Although letters are allowed, stick with numbering because this way you know which ones go where. In your maps. Also, That’s the way Croteam did it.
When placing coop starts, be generous, don’t hold back on them. There isn’t a limit on the amount you can have.
In order for the coop starts to work properly is to have:
1. A touch field , trigger, or something to ‘activate’ the PcSE.
2. A Background Viewer. Just go to the directory called ‘backgrounds’ and drop one into your map. (unless you already have one of course!)
3. A Music Holder. Select ‘Entities’ and drag one on. (Again, don’t be stupid, if you already have one, don’t drag one on!!!)
4. An ‘origin’ PSE. This is where you will first start off at.
Now, find your ‘coop’ PSE and have the object that triggers the PSE, trigger the PSE.
It should now work properly when you activate that object.
On a note, Player starts should be ‘triggered’ not ‘activated’ or ‘started’.

Health (H) [float]
This is fun to mess around with!
This is normally set to a default ‘100’. Set it to, say, 500. When you start, you’ll have 500 health! I’m not joking!
Set it to 0 and you can have some really sick death match maps!
The same thing goes for Shield (S) [float].

Max Ammo Ratio (A) [float]
This is a weird property here.
Bah, I’ll just list my results and you can think what you want.
I used the Give Weapon (G) [integer] to give me all the weapons, and this is what I got out of the blasted thing:
0.1 - Only Cannonballs effected, giving you an extra 2 cannon balls instead of the default 1.
0.2 - 20 Shells, 50 Bullets, 5 Rockets, 5 Grenades, 50 Napalm, 30 Electricity, 5 Iron Balls.
0.3 - 40 Shells, 150 Bullets, 10 Rockets, 10 Grenades, 100 Napalm, 70 Electricity, 8 Iron Balls.
0.4 - 60 Shells, 250 Bullets, 15 Rockets, 15 Grenades, 150 Napalm, 5 Sniper Bullets, 110 Electricity, 11 Iron Balls.
0.5 - 70 Shells, 350 Bullets, 20 Rockets, 20 Grenades, 200 Napalm, 10 Sniper Bullets, 150 Electricity, 14 Iron Balls.
0.6 - 70 Shells, 350 Bullets, 25 Rockets, 25 Grenades, 250 Napalm, 15 Sniper Bullets, 190 Electricity, 17 Iron Balls
0.7 - 70 Shells, 350 Bullets, 30 Rockets, 30 Grenades, 300 Napalm, 20 Sniper Bullets, 220 Electricity, 20 Iron Balls.
0.8 - 70 Shells, 350 Bullets, 35 Rockets, 35 Grenades, 350 Napalm, 25 Sniper Bullets, 280 Electricity, 23 Iron Balls.
0.9 - 70 Shells, 350 Bullets, 40 Rockets, 40 Grenades, 400 Napalm, 30 Sniper Bullets, 310 Electricity, 27 Iron Balls.
1.0 - 70 Shells, 350 Bullets, 45 Rockets, 45 Grenades, 450 Napalm, 35 Sniper Bullets, 350 Electricity, 29 Iron Balls.
I reset the Give Weapons (G) [integer] back to 0, left Max Ammo Ratio (A) [float] at ,1 tested the game, and I got no extra ammo. So, in conclusion, the Max Ammo Ratio (A) [float] only effects weapons you are given.
It took me 30 min to get that list above, so respect it. K?

Message (M) [enumeration]
This is the enumeration that will properly give you a message when you use this PSE.
To my knowledge, it is no different than the Target (T) [enumeration].

Name (N) [string]
Here you enter a name. It doesn’t work. I haven’t a clue why Croteam put this in.
If you want to change the name, use the Group (G) [string] property. But there is no way of changing the ‘Player Start - ‘ in the beginning.

No Respawn In Place (R) [boolean]
If this is checked, and the PSE is active, then if you die in coop, you will start at the PSE. Regardless of the ‘Start In Place’ option under Game Cooperative Options.

Parent (Alt + Shift + A) [enumeration]
The Parent property is on every entity, if you parent a PSE to a Moving Brush, the PSE will go where ever the MB goes. The MB is the PSE’s parent and the MB’s child is the PSE. A Parent can have infinite children, but a child can only have one parent.

Quick start (Q) [boolean]
If this is checked you will start at this PSE in the editor. This PSE won’t even exist in gameplay.
Make sure if you want this PSE to work in gameplay, then uncheck this option.

Shield (S) [float]
This works exactly the same as Health (H) [float] but it effects your armor.
If you set it to a negative number then when you pick up a armor you will have that armor minus the number you added to this option. This is fun to mess with people. J

Spawn Flags (Alt + Shift + S) [multiple boolean]
The Spawn Flags will tell the engine if this entity belongs in this type of gameplay.
You could use this for a difficulty setting almost, setting you back (or forward) based of the difficulty.
The Spawn Flags are:
E = Tourist/Easy
N = Normal
H = Hard
X = Serious
1-5 = Mod settings. If you are making a mod, make sure you list these settings because people won’t know how to flag their custom maps properly.
S = Single Player
C = Cooperative
D = Score Match/Death Match
1-6 = More Mod settings.

Start In Computer (C) [boolean]
Check this and when the Player uses this PSE he or she will be automatically started in NETRISCA.
Make sure you have two Player Starts when you build your map.
One for Single Player with this option checked and another for coop with this option unchecked.
You can use the spawn flags to tell the engine that one is Coop and the other isn’t.

Take Ammo [integer]
Another weird ammo property. Another list for you.
1 - Bullets
2 - Shells
3 - Shells + Bullets
4 - Rockets
5 - Bullets + Rockets
6 - Shells + Rockets
7 - Shells + Bullets + Rockets
8 - Grenades
9 - Bullets + Grenades
10 - Shells + Grenades
11 - Shells + Bullets + Grenades
12 - Rockets + Grenades
13 - Bullets + Rockets + Grenades
14 - Shells + Rockets + Grenades
15 - Shells + Bullets + Rockets + Grenades
16 - Napalm
17 - Bullets + Napalm
18 - Shells + Napalm
19 - Shells + Bullets + Napalm
20 - Rockets + Napalm
21 - Bullets + Rockets + Napalm
22 - Shells + Rockets + Napalm
23 - Shells + Bullets + Rockets + Napalm
24 - Grenades + Napalm
25 - Bullets + Grenades + Napalm
26 - Shells + Grenades + Napalm
27 - Bullets + Shells + Grenades + Napalm
28 - Rockets + Grenades + Napalm
29 - Bullets + Rockets + Grenades + Napalm
30 - Shells + Rockets + Grenades + Napalm
31 - Bullets + Shells + Rockets + Grenades + Napalm
32 - Electricity
33 - Bullets + Electricity
34 - Shells + Electricity
35 - Bullets + Shells + Electricity
36 - Rockets + Electricity
37 - Bullets + Rockets + Electricity
38 - Shells + Rockets + Electricity
39 - Bullets + Shells + Rockets + Electricity
40 - Grenades + Electricity
41 - Bullets + Grenades + Electricity
42 - Shells + Grenades + Electricity
43 - Bullets + Shells + Grenades + Electricity
44 - Rockets + Grenades + Electricity
45 - Bullets + Rockets + Grenades + Electricity
46 - Shells + Rockets + Grenades + Electricity
47 - Bullets + Shells + Rockets + Grenades + Electricity
48 - Napalm + Electricity
49 - Bullets + Napalm + Electricity
50 - Shells + Napalm + Electricity
51 - Bullets + Shells + Napalm + Electricity
52 - Rockets + Napalm + Electricity
53 - Bullets + Rockets + Napalm + Electricity
54 - Shells + Rockets + Napalm + Electricity
55 - Bullets + Shells + Rockets + Napalm + Electricity
56 - Grenades + Napalm + Electricity
57 - Bullets + Grenades + Napalm + Electricity
58 - Shells + Grenades + Napalm + Electricity
59 - Bullets + Shells + Grenades + Napalm + Electricity
60 - Rockets + Grenades + Napalm + Electricity
61 - Bullets + Rockets + Grenades + Napalm + Electricity
62 - Shells + Rockets + Grenades + Napalm + Electricity
63 - Bullets + Shells + Rockets + Grenades + Napalm + Electricity
Evidently the numbers do not go higher than 64. Oddly enough.
But there you have them, now I have no life.

Take Weapons [integer]
This works basically to the reverse of Give Weapons (W) [integer].
The numbering and the number combination are the same, so just refer to the graph of Give Weapons (W) [integer].

Target (T) [enumeration]
Beats me. But when targeting a trigger, use this instead of Message (M) [enumeration] just to be on the safe side.
Maybe I’ll email Croteam later about the differences between Message (M) [enumeration] and Target (T) [enumeration].