Spielerando

Start a shared cutscene even when a teammate is down or has left

In co-op, the story scene waits for everybody to reach the door. Then one player is lying wounded, one is waiting to respawn and one has quit, and the other two stand there forever. Here is how your AI decides who counts, who is carried along, and who keeps the scene waiting.

Why this works

Waiting for everyone is a rule that assumes everyone can come. Players are in several conditions, and each one deserves its own answer: wait, carry along, or ignore. Deciding that once, and giving the waiting a limit, means one person's trouble never freezes the rest.

When not to use it

Skip it when the scene is a deliberate shared moment, such as a vote or a ritual where every real person must be present. Then wait for everyone and give the group a clear way to call the others or cancel the scene.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 23 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Start a shared cutscene even when a teammate is down or has left" (read_entry coop-cutscene-start-with-downed-players) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP