March 29, 2024, 01:07:04 PM

Username
Password

Pages: [1]   Go Down
Print
Author Topic: Cooperative maps for DO  (Read 14571 times)
0 Members and 1 Guest are viewing this topic.
alavet
Orc Shaman
*
Offline Offline

Posts: 1004



View Profile
« 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?
Logged

Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you.
Flak
Super Moderator
*
Offline Offline

Posts: 1463


Jake Nielsen


View Profile WWW
« Reply #1 on: June 11, 2010, 07:25:25 AM »

i think that would require some major if not total reprogramming
Logged

"There is only one way out of hell, thats through it" -- General Patton

"Just because a mage wears the Black Robes, does not make him evil." -- Raislin Magere

"Evil Turns upon it self" -- Paladine
Mikademus
Developer
*
Offline Offline

Posts: 546



View Profile
« Reply #2 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.
Logged


Ghabry
Developer
*
Offline Offline

Posts: 1020



View Profile
« Reply #3 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 Wink.
Logged

Pages: [1]   Go Up
Print
Jump to: