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FA2 Making Co-Op Missions
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Thordorb
Vehicle Driver


Joined: 27 May 2015

PostPosted: Mon Dec 26, 2016 12:21 pm    Post subject:  FA2 Making Co-Op Missions Reply with quote  Mark this post and the followings unread

Some of the most impressive co-op mission designs I know of can be seen in Mental Omega 3.0/3.3, and I was wondering about some of the basics of these. For instance, how you remove Player MCVs at the start of a game without the player noticing? My best method at the moment is to have the MCV spawn off-screen, and be destroyed by "63 Apply 100 damage at...", but this is quite clunky and makes an exploding sound at the start of missions accompanied by EVA's "Unit Lost" VO. Though it works, it does not have the same polish MO's co-op missions do.

Additionally, triggers themselves are far more difficult to deal with in Multiplayer. For instance, the "7 Destroyed by any house" event simply does not fire when I use it on multiplayer maps. Does anyone have any idea about this?

Finally, there is a great benefit to have multiple houses under the same color in SP missions to have specific groups for different bases and such. Is there any way to replicate the benefits of this (though I have tried playing around with Houses settings already) in MP missions?

Thank you in advance  Very Happy

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Mon Dec 26, 2016 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
7 Destroyed by any house


Try 'Destroyed by anything' instead.

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Thordorb
Vehicle Driver


Joined: 27 May 2015

PostPosted: Mon Dec 26, 2016 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

That worked, thank you! Any ideas on the MCV thing?

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Mon Dec 26, 2016 6:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Using 'Create team' or 'Reinforcement team at waypoint' to put them in a Script with 'Delete team members' should do the trick. I don't know if starting units would be Recuritable tho.

I never made Co-op missions, so this is just a guess. But i think it should work.

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Thordorb
Vehicle Driver


Joined: 27 May 2015

PostPosted: Mon Dec 26, 2016 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you very much for your help. I've started a project where I intend to edit all of the original Red Alert 2 missions to be suitable for Co-Op, and this has really helped.

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Destroyencio
Civilian


Joined: 05 May 2015

PostPosted: Tue Aug 29, 2017 11:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Make sure that on Teams you tick the Recruiter and Whiner tags.
For some reason I've seen that the AI doesn't lose the MCV sometimes. In case this happens: just do the Apply 100 dmg where the MCV spawns and that should be enough.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 29, 2017 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thordorb wrote:
Some of the most impressive co-op mission designs I know of can be seen in Mental Omega 3.0/3.3, and I was wondering about some of the basics of these.

From what i've heard about MO, it is using Rampastring's Client and some custom DLLs for CnCNet support. I wouldn't wonder if they also have a customized gamemd.exe which offers more trigger options like the CnCNet version of the tiberian sun game.exe, which now has Spawn houses and this way trigger access to all the multiplayer players.

I wouldn't be surprised if things that work in MO do not work in vanilla RA2 due to such changes to the engine.

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Thordorb
Vehicle Driver


Joined: 27 May 2015

PostPosted: Wed Aug 30, 2017 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Destroyencio wrote:
Make sure that on Teams you tick the Recruiter and Whiner tags.


These tags have been really useful for the missions I've done so far, thanks.

Lin Kuei Ominae wrote:
I wouldn't be surprised if things that work in MO do not work in vanilla RA2 due to such changes to the engine.


I've noticed that FinalAlert has a hard time even reading MO maps. If I knew how to program it, I would have many additions/changes to make, like allowing multiplayer sides to own triggers (though I won't pretend to understand that sort of thing).

All in all, I've been learning a lot about mapping in this process and hopefully I can have some playable maps to show for it fairly soon.

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Hecthor Doomhammer
Flamethrower


Joined: 07 Apr 2013
Location: Hecthor Doomhammer Streaming Service HQ

PostPosted: Mon Sep 18, 2017 2:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think a big challenge is making them immune to my CHEESE :p

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