Bring fallen co-op players back at a spot that keeps the team together
If the dead player respawns at the start, they spend minutes walking back; if they respawn at the front, they skip the part the team still fights through, or land among enemies. Picking the right checkpoint depends on where the living players are. Here is the rule and the case when nobody is left.
Why this works
A fallen player wants to rejoin the action, not skip it or relive it. Putting them at the last safe place that is not ahead of the slowest friend keeps the group together and makes sure nobody can use dying as a shortcut.
When not to use it
Skip it in a game where the whole area is open and the team can split up freely, or where the world has no clear route. There a respawn near a living friend, chosen by the player, serves better than a fixed checkpoint.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 18 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Bring fallen co-op players back at a spot that keeps the team together" (read_entry coop-respawn-near-the-group-checkpoints) 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