 |
 |
 |
 |
|
 |
 |
 |
 |
 |
TimEh Agent

Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada  |
Posted: Wed Jun 24, 2009 10:35 am Post subject: multi questions |
 |
|
ok so i got a bunch of questions. some of which im sure some of you have figured out by now.
1. How does the gas leak work in multi? Does it just hit one random person every tick, or is there some logic behind it?
2. Is it possible to have trigger buttons in multi. like a computer with 16 activated in an action block. My attempts in multi for some reason dont work.
hmm.. i knew i had a few more. cant think of them. imma replay the map im doin and see if i can remember them |
|
|
|
|
|
 |
 |
 |
 |
 |
Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
 |
Posted: Wed Jun 24, 2009 11:05 am Post subject: |
 |
|
The answer to your second question is yes. I made a co-op version of my Silo mission, and changed the panel you had to use the data scrambler on to a simple off switch for the security system. It worked perfectly. |
|
|
|
|
|
 |
 |
 |
 |
 |
monkeyface Moderator


Joined: 05 Apr 2008 Posts: 275
 |
Posted: Wed Jun 24, 2009 12:51 pm Post subject: |
 |
|
Wait a second, can you make guards appear in multiplayer? Like a mission? |
|
|
|
|
|
 |
 |
 |
 |
 |
Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
 |
Posted: Wed Jun 24, 2009 2:11 pm Post subject: |
 |
|
You need to grab the co-op patch SubDrag made off the Vault to make them work correctly, but yes. I'm using "correctly" loosely here since they still have a problem aiming, they tend to shoot between the players rather than at whichever one is in their sight. Makes them pretty non-threatening, except for when the players stick together. |
|
|
|
|
|
 |
 |
 |
 |
 |
TimEh Agent

Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada  |
Posted: Wed Jun 24, 2009 2:12 pm Post subject: |
 |
|
ya guards work. i havnt given them weapons or anything but they get loaded. Co-op mission anyone?
alright ill give the button thing another try. i did it in island and it worked. mabey something was wrong with my script this time. |
|
|
|
|
|
 |
 |
 |
 |
 |
TimEh Agent

Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada  |
Posted: Wed Jun 24, 2009 4:00 pm Post subject: |
 |
|
alright i started objects from scratch and the buttons work. so another question, mabey a way to get around what im trying with the gas leak.
is there anyway to hurt an individual player in multi by an action block event, without being hit by bullets or an explosion? |
|
|
|
|
|
 |
 |
 |
 |
 |
Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
 |
Posted: Thu Jun 25, 2009 6:33 am Post subject: |
 |
|
Unfortunately, no. Anything that affects "Bond" will affect both players, as far as I know. |
|
|
|
|
|
 |
 |
 |
 |
 |
TimEh Agent

Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada  |
Posted: Thu Jun 25, 2009 6:01 pm Post subject: |
 |
|
next question is for respawnable boxes(or anything destructable really)
The respawn enable set to a destructable object will respawn only if hit manualy with a bullet(could also from explosion, never tried) If you try and explode it from an action block, it will not respawn untill it recieves at least one bullet. Anyone setup repeatable triggered explosions before? Anyway to get it to respawn wihout having to shoot it? |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
 |
Posted: Thu Jun 25, 2009 6:24 pm Post subject: |
 |
|
Zoinkity wrote some stuff on co-op action blocks in the help. Did you install it and check it out?
Never knew about exploded items via actions, but it's possible they won't respawn. |
|
|
|
|
|
 |
 |
 |
 |
 |
TimEh Agent

Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada  |
Posted: Thu Jun 25, 2009 7:17 pm Post subject: |
 |
|
ya ive gone threw his action block help and his respawn asm stuff in his documentation. he also states tagged 16 objects cant respawn but ive got that to work. just not with a 5F, but mabey thats what he means. Ill figure out something to get it to work. Something hackishly. well whenever i get this figured out i plan to host a beta multiplayer session for this map im working on if anyones interested. |
|
|
|
|
|
 |
 |
 |
 |
 |
TimEh Agent

Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada  |
Posted: Fri Jun 26, 2009 11:16 am Post subject: |
 |
|
im so retarded. ok so i can across this post http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=3752 and the gears started turning on how i could have a timed mine count down but bit flag invinsible so it wouldnt explode untilll triggered. Figured since its blowing up on its own not an action block command, it would respawn. So then i tried to set respawn enabled for the mine. but it wouldnt let me. then it hit me. so simple.
in a multiplayer level you can 5F a weapon(ive only tried a mine) and it respawns automaticaly. This also works with tagged weapons for repoeatable, controlled explosions.
And to think i spent hours trying to embed objects in others while respawning other linked to bla bla balbalbal...
Ok on to the next question/problem. When this explosion kills someone the game locks up. Not with just the mine but any object. in that link above it says the mine can be set to the player #. i figure the game didnt know what person to give the kill to so it freezes. i played around with the settings but no fix. hmm just typing now i remember reading somewhen that doing co-op maps there is some fix to where the game would freeze if a player was killed. ill see if i can hunt that fix down(not sure where it would be) mabey that will work |
|
|
|
|
|
 |
 |
 |
 |
 |
Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
 |
Posted: Fri Jun 26, 2009 11:36 am Post subject: |
 |
|
The fix patch is on the Vault, miscellaneous section. |
|
|
|
|
|
 |
 |
 |
 |
 |
TimEh Agent

Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada  |
Posted: Fri Jun 26, 2009 8:56 pm Post subject: |
 |
|
ya that doesnt work. still crashes. i think its still related to that problem. As i can shoot the timed mine and i die correctly. but if the mine is set by an action block then it crashes. i thought the patch would fix all unnacounted deaths but mabey its only a fix for guard attacks. either way i just got nemu working so ill see if i can find the source of the problem. |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
 |
Posted: Sat Jun 27, 2009 5:36 am Post subject: |
 |
|
I know it fixed turret and guards deaths - try that in your level to make sure patch was applied right. Otherwise I wonder if there's something else we need to patch. |
|
|
|
|
|
 |
 |
 |
 |
 |
TimEh Agent

Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada  |
Posted: Mon Jun 29, 2009 10:07 am Post subject: |
 |
|
ya i lied. nemu doesnt really work at all. and as for applying the patch correctly i think i have. ill email you subdrag with what im trying to accomplish. |
|
|
|
|
|
 |
 |
 |
 |
 |
|
 |
 |
 |
 |