Forgotten Enemies MPI maps for more then 5 players?

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General BlackDragon
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Re: Forgotten Enemies MPI maps for more then 5 players?

Post by General BlackDragon »

im not sure
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Nielk1
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Re: Forgotten Enemies MPI maps for more then 5 players?

Post by Nielk1 »

Please do find out if you could. Will probably be best to just throw a bunch of separate instances of BZ2 at it with player names that match the team number.
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Red Spot
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Re: Forgotten Enemies MPI maps for more then 5 players?

Post by Red Spot »

Last time I tried it, it ofcourse made the Comm F10, the rest of the slots were filled by ID, not sure anymore if it was in normal or reverse order though.
Iow it at least leaves certain players out of the loop where the 'first'(or last) joiners get a F-slot. (It doesnt 'equally divide' the F-slots.)
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Zero Angel
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Re: Forgotten Enemies MPI maps for more then 5 players?

Post by Zero Angel »

In strat games a bug will sometimes appear where it will be impossible to select the F7 teammate (for the purposes of painting targets, passing units, etc) even though he will show up on the F# list.

We know who the F7 player is going to be because he is typically the one who has been on the team the longest (during pre-game), so if there is a specific player who we don't want to be F7 then we get him to switch to the other team, and then back to his original team and he will be assigned a higher F#

If the behavior of the F7 player in strat is any indication, then it would appear that it would be the case where players who have joined earlier on will be invisible to everyone (unless the player is a commander)
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Re: Forgotten Enemies MPI maps for more then 5 players?

Post by MrTwosheds »

If the behavior of the F7 player in strat is any indication, then it would appear that it would be the case where players who have joined earlier on will be invisible to everyone (unless the player is a commander)
Invisible to everyone, except themselves possibly. This bug has a fairly complex and confusing server-client manifestation.
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Re: Forgotten Enemies MPI maps for more then 5 players?

Post by Nielk1 »

Direct DLL control of what players were on the F-Keys would be very helpful, but probably against the design of the engine architecture. Then the system could be set up so the F keyed players rotated, in a case where player 1 could not see player 6, player 4 could, and thus whisper down the lane could be played for unit passing. Just an idea.
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