Those who wish to see such a thing will have to make it themselves... all 5 of you...good luck.

Moderators: GSH, VSMIT, Red Devil, Commando
Each mod counts as one, as does my uni course. QF2, BZ2HD & Uni. Three.AHadley wrote: I count three there
Also, if that third one is FS3, please consider letting others in
Strat/MPI let you switch commanders on the fly before & while playing, assuming 1-4 players on that team. What you propose above is that only the host can play the scripted mission, and all joiners are just thugs. That's a step back from 1999.All we would do for co-op is add the ability for thugs to enter the game... or even just one thug. We don't need to account for their actions, or even their presence during the game. They can float around doing whatever they like while Player 1 does the actual mission. How hard can that be?
Afaik the SP-mission dont use any AIP's.bigbadbogie wrote:If people wanted harder SP missions, editing the AIPs or increasing AI weapon damage would be a more logical course of action than changing the SP DLLs.
Incase you were replying to my reply. I wasnt trying to state that it would be easy to do, just that it would be easy to create a situation where 2 players can follow the campaign as we now know it. One player will basicly follow the original missions and the second has some alternate objectives to follow.GSH wrote:Ideas are easy. Implementation and testing not so much.