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Cairo Station Multiplayer Campaign
Posted: Sat May 03, 2008 11:34 am
by neodos
Cairo Station_MPC
Just came to announce that me and shock120 are working on all maps MPC, so far we have got 9 maps working fine, two cannot be done because they are not openable in insolence to transfer the [mulg] and as a solution to this, no perfect chunk cloner so no chance of adding the [mulg] by adding chunks :/ ,
some maps may have bugs: when the incorrect bsp loads for non host, which will be fixed.
Invincibiltiy has been added, to solve the problem of Co-op spawns.
__________________________________________________________________________________________________________
We will be hosting on Xlink Kai:
Halo 2 > Mods And Hacks > Halo 2 Online Cooperative
Join us on xlink at 4pm according to this timezone:
http://www.timeanddate.com/worldclock/city.html?n=263
Password will be: MPC
Prepare an halo 2 copy on your HDD with clean shared and sp shared, make sure all maps are clean
and make sure you have Yelo.
I will post the patch for mainmenu and for spacestation here at 4:00pm - DC time.
Patches are small, under atleast 5MB per map.
Posted: Mon May 05, 2008 3:46 am
by -DeToX-
Looks like fun. Good job...
Posted: Mon May 05, 2008 5:05 am
by neodos
Thanks
Posted: Mon May 05, 2008 5:17 am
by JacksonCougAr
It was: needs more death :sadface:
Posted: Mon May 05, 2008 5:42 am
by Shock120
JacksonCougAr wrote:It was: needs more death :sadface:
too bad, there are no co-op spawns in mp. xbe prob?

Posted: Mon May 05, 2008 8:05 am
by CaptainPoopface
Couldn't you add some teleporters for respawn-like purposes? For example, there could be 4 "checkpoints" in the map, and four teleporters positioned next to each other at the beginning where everyone spawns. They could each be sealed off by a mach. When you reach the checkpoint in the map, you push a switch that opens that teleporter, so when players die, they can teleport to the farthest checkpoint that has been reached. (Four is just the number I chose off the top of my head. You could add as many checkpoints as you want, and players would know to simply enter the most recently opened teleporter to get back in the action.)
I know Neodos knows how to do this.
Posted: Mon May 05, 2008 8:34 am
by neodos
Can't add or clone any chunk or reflexive on scnr, seems like entity can't handle SP sncr or something, so impossible to add objectives for teleporters :/
And the problem is the player that dies will spawn outside the BSP anyway which means he doesn't physicaly spawn so can't move neither take a teleporter.
Posted: Mon May 05, 2008 11:15 am
by Eaton
neodos wrote:Can't add or clone any chunk or reflexive on scnr, seems like entity can't handle SP sncr or something, so impossible to add objectives for teleporters :/
It's most likely a bad plugin. Most plugins have some unused offsets or labels in them that mess the map up while cloning. Trust me, it gives me a lot of trouble.
Posted: Mon May 05, 2008 12:03 pm
by neodos
No not for sp maps, i have changed all unused to floats on the scnr plugin still doesn't work, tje sp maps have way much more chunks then an MP map

Posted: Mon May 05, 2008 12:41 pm
by Eaton
neodos wrote:No not for sp maps, i have changed all unused to floats on the scnr plugin still doesn't work, tje sp maps have way much more chunks then an MP map

Perhaps. I guess Entity wasn't really designed for modifying Campaign maps.
Posted: Mon May 05, 2008 2:17 pm
by xzodia
<struct name="Player Starting Locations" offset="256" visible="True"
<short name="BSP Index" offset="18" reflexiveoffset="528" reflexivesize="68" itemoffset="16" itemtype="ident" layer="root" visible="True" />
you just need at least 1 PSL per bsp
Posted: Mon May 05, 2008 9:57 pm
by neodos
Edit: Yes you are right xD if i could add these chunks =P
But it's using the starting location to spawn not the bsp spawns... so that may not work :S
Posted: Tue May 06, 2008 12:20 am
by Shock120
xzodia wrote:<struct name="Player Starting Locations" offset="256" visible="True"
<short name="BSP Index" offset="18" reflexiveoffset="528" reflexivesize="68" itemoffset="16" itemtype="ident" layer="root" visible="True" />
you just need at least 1 PSL per bsp
I tried adding spawns but it just fuxxores the map
neodos is right, there isn't a program that can handle an sp scnr.
but when using the spawns already there, the bsp 1st bsp doesn't start 1st
Posted: Tue May 06, 2008 1:52 pm
by xzodia
Shock120 wrote:I tried adding spawns but it just fuxxores the map
neodos is right, there isn't a program that can handle an sp scnr.
entity's faultz, just replace the unused values in the plugin and it should work
Posted: Tue May 06, 2008 2:00 pm
by neodos
I did won't work with sp maps :/
Posted: Tue May 06, 2008 9:39 pm
by latinomodder
have you guys tried scripting a trigger volume, that is where you spawn, as you move through the map it spawns it in the nearest location?
I never tried messing with integers in h2 scripts, and I never knew if it actually work, but make it that if the players approach a trigger volume add a one to the equation, and if the equation equals lets say 3, it will teleport the player to the nearest checkpoint...
Posted: Tue May 06, 2008 10:27 pm
by neodos
Yes, i think we have tried all, scripting won't work, you simply can't referecen 16 players one by one on script, could maybe teleport all players to flag when one dies but that sucks, and anyway whenever i edit too many scripts it just corrupts all the scirpt again :/
oook
Posted: Sat May 24, 2008 11:50 am
by vicviper74
Can you choose the level of difficulty? like legendary? then everyone will respawn when someone dies at the same checkpoint. Never played it.. and I dont have internet at home.. so I can only admire from afar
Re: oook
Posted: Sat May 24, 2008 1:00 pm
by NotZachary82
vicviper74 wrote:Can you choose the level of difficulty? like legendary? then everyone will respawn when someone dies at the same checkpoint. Never played it.. and I dont have internet at home.. so I can only admire from afar
Sadly, that won't work, seeing as this will be loaded via the MP menu, not SP.