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Possible game modes for MP research[message #243045] Tue, 02 February 2010 17:41 Go to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
So we were discussing possible game modes like capture the flag, protect the VIP, detonate a bomb, hostage rescue etc. and i promised to do some basic research.

what's possible for example is to escort and unescort NPC's in COOP mode (NPC's cannot be enabled in PvP mode...) this means very basic functionality of both protect the VIP as well as hostage rescue scenarios are there. What's very tricky is of course the "mission-ends" conditions both for success and failure. Actually i had thought some of the scripting would help but in my first test, it didn't work. I'll update the script and try again.

This is all a little bit challenging due to MP's limitation to one sector of active combat. NPC's by default don't operate under such conditions, so they need to be short-circuited.

Detonating stuff is now possible in pretty much the same scope as in SP (not yet gas though, gas is tricky) so core functionality is there, similar issue with winning or losing conditions though, VERY crude at the moment. Quite possible: blowing up some important object on the map in COOP against the AI to end the mission. Requires a bit of attention to map design and isn't very flexible.

So far so bad. I'll check with the succesful hostage rescue mission end condition. Would be rather weird if that didn't work, i see no reason other than a poorly designed script Embarrassed why that should't work.



Re: Possible game modes for MP research[message #243051] Tue, 02 February 2010 20:54 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
i have some mixed news about this. On the one hand it is possible to activate mission-accomplished npc actions. For example when i succesfully escorted the hostages to the extraction zone, the game ended as scripted and the credits screen was shown.
However, this isn't synced, so only the player who had the hostage in the team got the credits screen, the other would remain in the tactical map with a spinning clock and the get disconnected after a while. This seems to be true for pretty much all npc actions, they're not synched. So for example, one client could teleport to a different map and continue playing there, while the other gets disconnected. Lots of interesting trouvailles there, but not easy to use in a reliable way.

more bad news is that one client had a crash when the hostage that was escorted by the other player was wounded. So this kind of doesn't really work too well either, but there needs to be more testing figuring what works and what doesn't.
Re: Possible game modes for MP research[message #245373] Fri, 26 February 2010 04:57 Go to previous messageGo to next message
Zathras

 
Messages:44
Registered:December 2008
Location: Sydney, Australia
Cool, i'm sure we could syncronise the scripting, i havent even had a look at how the scripting works atm though.


Re: Possible game modes for MP research[message #245398] Fri, 26 February 2010 11:35 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
hehe yeah. I'm not really sure you want to Very Happy Then on the other hand, you and roman already mastered other complicated stuff for MP.

Basicly what i did was to use .npc scripts to interact with NPC's (only works in COOP because we don't have NPC's in Deathmatch...) for example leading john and Mary or skyrider to the airport in drassen and triggering the endgame once they reach there.

So the difficulty is that only one of the players can do certain interactions, like adding EPC's to the team and that npc actions only happen to the player that does the interaction, but this makes sense in parts while it doesn't in others. So that may be an issue.
Unless you decide to make, if COOP, every player's npc interactions also happen for other players, but it would be kind of weird if all, say 3 players, suddenly had EPC's in their respective teams because one of the player decided to escort them. So it might be tricky what to sync and what not... :/
Re: Possible game modes for MP research[message #246744] Thu, 11 March 2010 17:08 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
Capture the flag? More like capture the rag. Smile

Re: Possible game modes for MP research[message #268531] Sat, 18 December 2010 18:01 Go to previous message
GARRRRNOVE

 
Messages:10
Registered:December 2010
1 vs 3 rambo mode

1 player gets $ 35 000 for himslef

other team gets $ 10 000 each player

team starts at the same side
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