Ok, i solve the problem and it is working fine. My solving is next.
So, player have a spawn animation with next params:
anim Spawn
loop 1
offset 280 297
delay 1
frame data/chars/axel/q/x1.gif
frame data/chars/axel/q/x2.gif
frame data/chars/axel/q/x3.gif
frame data/chars/axel/q/x4.gif
bbox 230 -400 100 100
frame data/chars/axel/q/x4.gif
It have a high placed invisible (from screen) bbox, and loop until it will be attacked.
In same time level starts with next trigger:
name trigreg
health 900
type panel
speed 10
shadow 0
facing 1
icon data/chars/misc/trigreg/trigreg.gif
candamage player
anim idle
#attack4 - 4 for regular
loop 1
delay 2
offset 0 0
#-----Remove at position-----------------
@script
void self = getlocalvar("self");
int XPos = openborvariant("xpos");
if(XPos >= 1000){
killentity(self);
}
@end_script
#-----Remove at position-----------------
attack4 -50 -700 100 100 0 0 1 1 0 200
frame data/chars/misc/trigreg/trigreg.gif
frame data/chars/misc/trigreg/trigreg.gif
frame data/chars/misc/trigreg/trigreg.gif
frame data/chars/misc/trigreg/trigreg.gif
anim spawn
loop 0
delay 2
offset 0 0
frame data/chars/misc/trigreg/trigreg.gif
frame data/chars/misc/trigreg/trigreg.gif
It have attack box that placed same place as players spawn bbox, so it is instantly hits the last with
attack4, forcing playing
pain4 animation, which look next:
anim pain4
#regular spawn
weaponframe 5 3
loop 0
jumpframe 2 7 2
landframe 5
loop 0
offset 280 297
delay 1
frame data/chars/axel/q/xr.gif
#------------jump at spawn
offset 280 285
frame data/chars/misc/empty.gif
delay 6
offset 300 285
frame data/chars/axel/q/1017.gif
delay 60
offset 280 285
frame data/chars/axel/q/1018.gif
delay 200
frame data/chars/axel/q/1019.gif
delay 6
sound data/sounds/land.wav
offset 300 285
frame data/chars/axel/q/1017.gif
So, player jumps from the edge of screen and on the 5th frame get a specified "weapon model". This "weapon model" is regular player. This method of spawning allows us within 1 level, force player to respawn with type of "weapon model" we need by using different triggers with specified attack# that force pain# anim. In my case, for example, player starts on the bike, then on the middle of the level he jumps from bike and continue to walk like a regular level. So, finally i reach, in what problem was. During this animation we need to change our trigger, because if player will death after bike riding, he must respawn as regular player, not on the bike. But if the second player press start and enter game, during this transforming (bike - jump - walk) animation, it will look really weird. So we need to disable controls, next way. Player jump from bike on scrollpos
1000, so i spawn next entities at
1000:
#Trigger that stops players movement and force playing SafeZone animation
name sftrigger
health 10
type enemy
nomove 1
shadow 0
facing 1
icon data/chars/misc/sftrigger/sftrigger.gif
nolife 1
lifespan 10
animationscript data/scripts/scenefx.c
anim idle
loop 0
offset 0 0
delay 1
frame data/chars/misc/sftrigger/sftrigger.gif
delay 850
frame data/chars/misc/sftrigger/sftrigger.gif
# @cmd DeControl 0 0
# @cmd DeControl 1 0
delay 1
frame data/chars/misc/sftrigger/sftrigger.gif
anim spawn
loop 0
offset 0 0
delay 1
# @cmd DeControl 0 1
# @cmd DeControl 1 1
@cmd MovePlayer 0 0 0 0
@cmd MovePlayer 1 0 0 0
@cmd AnimPlayer 0 "ANI_IDLE"
@cmd AnimPlayer 1 "ANI_IDLE"
frame data/chars/misc/sftrigger/sftrigger.gif
delay 100
frame data/chars/misc/sftrigger/sftrigger.gif
delay 1
@cmd AnimPlayer 0 "ANI_FOLLOW10"
@cmd AnimPlayer 1 "ANI_FOLLOW10"
frame data/chars/misc/sftrigger/sftrigger.gif
where the follow10 is jumping from bike.
#Trigger that decontrols player
name decontrol
health 10
type enemy
nomove 1
shadow 0
facing 1
nodieblink 2
falldie 1
icon data/chars/misc/sftrigger/sftrigger.gif
nolife 1
lifespan 9
animationscript data/scripts/scenefx.c
anim idle
loop 1
offset 0 0
delay 1
frame data/chars/misc/sftrigger/decontrol.gif
@cmd DeControl 0 1
@cmd DeControl 1 1
frame data/chars/misc/sftrigger/decontrol.gif
anim spawn
loop 0
offset 0 0
delay 1
@cmd DeControl 0 1
@cmd DeControl 1 1
frame data/chars/misc/sftrigger/decontrol.gif
frame data/chars/misc/sftrigger/decontrol.gif
anim death
loop 0
offset 0 0
delay 1
@cmd DeControl 0 0
@cmd DeControl 1 0
frame data/chars/misc/sftrigger/decontrol.gif
frame data/chars/misc/sftrigger/decontrol.gif
this entity decontrols player.
#Trigreg - trigger that checks player to respawn as regular
name trigreg2
health 900
type panel
speed 10
shadow 0
facing 1
icon data/chars/misc/trigreg/trigreg.gif
candamage player
anim idle
loop 1
delay 2
offset 0 0
attack5 -50 -700 100 100 0 0 1 1 0 200
frame data/chars/misc/trigreg/trigreg2.gif
frame data/chars/misc/trigreg/trigreg2.gif
frame data/chars/misc/trigreg/trigreg2.gif
frame data/chars/misc/trigreg/trigreg2.gif
anim spawn
loop 0
delay 900
offset 0 0
frame data/chars/misc/trigreg/trigreg21.gif
delay 2
frame data/chars/misc/trigreg/trigreg21.gif
And this trigger checks player respawn as regular.
What we have: level starts with
trigreg that attacks player spawn bbox with attack
4, forcing him to play pain
4, in which player becomes a weapon model "on the bike".
Trigreg will follow him as panel, and if he will die until scroll position
1000 he will respawn as on the bike. When we reach scrollpos
1000, players movement will stop with
sftrigger, and controls will be disabled with
decontrol, player will play
follow10 anim (jump from bike ~ 9 seconds lenght) at the same time
trigreg removes and appears
trigreg2 (with delay in that 9 seconds), that allow player from this moment respawn as regular. This method not disable start button, but if player 2 press start during players 1
follow10 animation he will not appear on screen, because player 2 spawn anim is looped, because
trigreg is already removed,
trigreg2 have not appear until 9 seconds pass. As 9 seconds pass
trigreg2 will instantly reach player 2 spawn bbox with attack
5, plays pain
5 anim, in which player becomes a weapon model - regular player, and he will appear on screen.
Hope this will help someone)