Warhammer Dark Omen Forum

Modifications => Maps => Topic started by: alavet on June 11, 2010, 06:03:42 AM



Title: Cooperative maps for DO
Post by: alavet on June 11, 2010, 06:03:42 AM
Is it possible to create multiplayer cooperative maps for DO? If its possible (including some scripts) it would be awesome.

I think its not, cause game possibly cant make you "ally" with some1.. form other hand units dont autoattack enemy, so you could use 2 human armies vs PC even they're "enemies"?

but i guess you cant use scripts on multiplayer maps. still, can some1 confirm it?


Title: Re: Cooperative maps for DO
Post by: Flak on June 11, 2010, 07:25:25 AM
i think that would require some major if not total reprogramming


Title: Re: Cooperative maps for DO
Post by: Mikademus on June 11, 2010, 01:27:41 PM
In SotHR there were allied (though probably set as "neutral") regiments not under the player's control, so conceivably there is still support for that in DO, though I can't remember any battle in DO with allied units not controllable by the player. But IF we can uncover how to activate such a mode, IF both huiman players can be set to the same faction, and IF this mode also works if these units can be set to hostile instead of neutral, then such a mode might work.

Notice the superabundance of if-statements, above.


Title: Re: Cooperative maps for DO
Post by: Ghabry on June 11, 2010, 02:01:04 PM
In singleplayer mode the script engine is "powerful" enough to support AI controlled allies (set to Neutral so you can't select him).
The problem with adding neutral units is that you have to put them in the enemy army file (B101NME.arm e.g.).

In multiplayer mode there is no seperate army file left and the engine ignores lots of settings in the army file.
Following things are rewritten:
Unit Ids are changed to 1-15 (1st player) and 101-115 (2nd player).
Script Id is changed to 100 for every unit. This prevents scripting per unit, no idea if some "if branching" per unit allows jumping to different script function but because both players run there individual script engine but run for both players the code this could easily desync because the execution order is random for both ;).