Co-op

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Want to play co-op campaign?

Yes
11
92%
No
1
8%
Maybe
0
No votes
 
Total votes: 12

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Annihilator
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Co-op

Post by Annihilator »

Hi everybody.
Has anyone thought about playing campaign co-op? Is it realisable?
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bigbadbogie
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Re: Co-op

Post by bigbadbogie »

DuneCommand mod is the only co-op campaign for BZ2.

http://bz2md.com/smf2/index.php?board=12.0
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General BlackDragon
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Re: Co-op

Post by General BlackDragon »

If I get my way, QF2 will also be coop :D
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Red Spot
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Re: Co-op

Post 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.
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Red Devil
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Re: Co-op

Post 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.
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Ded10c
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Re: Co-op

Post 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.
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General BlackDragon
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Re: Co-op

Post 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.
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Re: Co-op

Post by Ded10c »

General BlackDragon wrote:account for ALL players.
This part increases exponentially in difficulty with the number of players.
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General BlackDragon
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Re: Co-op

Post 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.

}

}
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Red Spot
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Re: Co-op

Post 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.
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General BlackDragon
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Re: Co-op

Post by General BlackDragon »

I find simpler is better.
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Re: Co-op

Post by Red Devil »

agreed
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
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Re: Co-op

Post by Ded10c »

God help you both if CP2 ever sees the light of day.
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Red Devil
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Re: Co-op

Post by Red Devil »

He already has: i live in paradise.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
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Re: Co-op

Post by bigbadbogie »

General BlackDragon wrote:If I get my way, QF2 will also be coop :D
Forget it. I'm the SP king.

Maybe after its release YOU could look at editing it to be co-op GBD.
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