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Co-op
Posted: Sun Apr 07, 2013 11:34 am
by Annihilator
Hi everybody.
Has anyone thought about playing campaign co-op? Is it realisable?
Re: Co-op
Posted: Sun Apr 07, 2013 11:39 am
by bigbadbogie
DuneCommand mod is the only co-op campaign for BZ2.
http://bz2md.com/smf2/index.php?board=12.0
Re: Co-op
Posted: Sun Apr 07, 2013 1:54 pm
by General BlackDragon
If I get my way, QF2 will also be coop
Re: Co-op
Posted: Sun Apr 07, 2013 3:53 pm
by Red Spot
You also have 'the long journey', which is actually an MPI-map.
Basically every MPI is co-op, though they generally arent played as such.
FE's 2 MPI's maps make for a nice game if you play them with a few people that can coordinate their actions.
Re: Co-op
Posted: Sun Apr 07, 2013 5:07 pm
by Red Devil
ZTV Death Ray, Waterworld, and Saucer have the option of playing with another human player as an opponent or as an ally against the two AI races (Scion and 51'ers). As for an allied scripted campaign, it's very do-able.
Re: Co-op
Posted: Sun Apr 07, 2013 5:09 pm
by Ded10c
Creating a co-op campaign is far, far more complex than creating one for a single player; that's why they're all so short. It's not impossible, but attempting to do so alone would likely leave bugs all over the place.
Re: Co-op
Posted: Sun Apr 07, 2013 5:19 pm
by General BlackDragon
Not true. It'd actually be relatively easy. The only thing you need to do is account for player leave/join and account for ALL players.
Re: Co-op
Posted: Sun Apr 07, 2013 5:49 pm
by Ded10c
General BlackDragon wrote:account for ALL players.
This part increases exponentially in difficulty with the number of players.
Re: Co-op
Posted: Sun Apr 07, 2013 5:51 pm
by General BlackDragon
for(int i = 0; i<MAX_TEAMS;i++)
{
Handle Player = GetPlayerHandle(i);
if(IsAround(Player))
{
doooo stuff here, like GetDistance(Player, some important mission object) and blablabla. Only real restriction is you can't do isInfo.
}
}
Re: Co-op
Posted: Sun Apr 07, 2013 6:11 pm
by Red Spot
Your coding has to be solid enough for 2 humans tinkering around, at the same time.
'Complex' mission scripts are a pain in the rear to begin with, the more players the more you as coder have to take into account.
Making it 'work' (as in it loads) may be easy, making it 'work' (as in entertaining, competitive and not easilly fooled) a lot harder.
Re: Co-op
Posted: Sun Apr 07, 2013 6:46 pm
by General BlackDragon
I find simpler is better.
Re: Co-op
Posted: Sun Apr 07, 2013 7:57 pm
by Red Devil
agreed
Re: Co-op
Posted: Sun Apr 07, 2013 8:11 pm
by Ded10c
God help you both if CP2 ever sees the light of day.
Re: Co-op
Posted: Sun Apr 07, 2013 8:28 pm
by Red Devil
He already has: i live in paradise.
Re: Co-op
Posted: Sun Apr 07, 2013 9:52 pm
by bigbadbogie
General BlackDragon wrote:If I get my way, QF2 will also be coop
Forget it. I'm the SP king.
Maybe after its release YOU could look at editing it to be co-op GBD.