$oldier Of Ra wrote:- Stopping the campaign from progressing if the mission failed or the mission isn't even completed because Multiplayer has a timelimit.
- Doing the mission failed sequence? The missionfailed screen only works in singleplayer and the save function doesn't work either.
Most levels let you go from start to finish and never make it impossible to backtrack (or in the opposite case, impossible to go forward if you were left behind). When that is a problem, I just have to delete the old Allied spawn points and make some new ones ahead of the obstacle. If someone's stuck behind, they just have to change team to spectator, then change back to Allies to get the new spawn point.
Players respawn, so there is generally no need to fail. Also, when failure occurs because the players let something bad happen, I can just set it so the multiplayer Axis team wins.
The problem is, though I could make the level restart upon player failure by making it round-based (at least I hope all the AI and stuff would reset), that means that if they win, they will have to win several more times. I haven't gotten that far yet in my whole design process.
Also, in most co-op games, there is no need for saving. The levels aren't very long in games like Allied Assault and Half-Life. Plus, most players will not get to play the campaign in order, because if they take a break or something, other players will still be playing and get ahead of them.
Time limits are adjustable. There doesn't have to be a time limit, or there can be a time limit so that one particular level doesn't drag on forever.
$oldier Of Ra wrote:- Keeping the game competative. MoHAA singleplayer at Hard wasn't even challenging. How easy would it be with 2 or more players?
All players have 100 health, just like the enemy AI. Both players and AI are carrying the same guns, so everybody, players and AI, do the same amount of damage to eachother and have the same amount of health.
I can give the AI different guns (copies) so they do less damage than the players, but I haven't had to give the players/AI different guns from eachother yet, though I am sure I will have to in the future.
I think a server might be able to change the "skill" setting. Hopefully that will let them adjust the difficulty. There is a forth skill setting, "skill 3", which is more impossibly hard than the other skills.
Also, if it actually is too easy irrelevant of the skill setting, I can easily add in more AI.
Also, I predict that it'd be possible to have a server allow for around eight players, running constantly so players can leave or join at will. This works out pretty well in DOOM and Half-Life online co-op games.
$oldier Of Ra wrote:- I assume players can join the axis to reinforce the axis AI? SP commands the $player, which means all its commands get sent to ALL players (in SP no problem, there is only 1 player). So if a command which in Singleplayer is only meant for the allies ('cause it's the only team there is) it will now be sent to all allies, all axis and all spectators and will generate tons of errors and undesired effects.
Well, it's co-op, so having players join the Axis would be unnecessary. I have tested lots of maps that target the $player, and often what happens is seemingly nothing. Rather than giving errors or something, it just acts like none of the players are $player. I will have to deal with problems like that as they arise.
I had actually thought about letting players be Axis, and figured it might be a neat option to have, but I don't know how to make it so Axis players don't activate triggers that they shouldn't be activating. I would have to make $player statements NOT apply to Axis. That might actually be possible, by changing the scripts (in some levels this would be easy). But there might be triggers built into the maps that I can't change with scripts. I dunno', it is definitely an option I will look into, because it'd be pretty cool.
As it is right now, I just have the Axis players spawn high above the map and fall to their deaths. I don't want co-op players being both Axis and Allies, because the Axis could shoot the Allies when they shouldn't be, AND they look like Germans and all the players are fighting Germans so it'd be weird.
$oldier Of Ra wrote:Yeah their scripts are very poorly made. Full of goto commands

But in his case it might be a challenge since it seems he never used a for statement to count the players...
What would I need to use a "for" statement for? I dunno' what that does.
I worked extensively on a single player mod two years ago but I only learned scripting that I actually knew I needed at the time.