Posted: Tue Nov 09, 2010 6:14 pm Post subject:
Creating a 9 player or 10 player game?
Ive got the new colours, Ive got the 10 players patch, only thing is, making the 9th and 10th+ waypoints? how can i make the game read it as a starting location? they exist as 8+9 ~(as final sun starts from 0) but i dont think they are red as a starting location. _________________ If you don't eat, you don't poo, if you don't poo, you die. QUICK_EDIT
was just able to do a workaround -> the player choosed the side of civilian, started with 2 Hijackers which were able to hijack MCVs placed in the near (clones, one of GDI, one of Nod) and got both buidoptions ... ... ...
But I never really got it to work _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Wed Nov 10, 2010 2:46 pm Post subject:
well if you put MCV on the map to capture, they would be assigned as "civilian" side MCVs, therefore you wouldn't be able to build anything with them _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
No, you misunderstood me.
I did it like that: I placed 1 Hijacker on the map. Additional I cloned the MCVs, these have no sight nor anything else which could give any player any clue, they wont even notice they have it. These MVs are owned by GDI and the other one by Nod -> if the 'neutral player' hijacks one of these MCVs, he will be able to construct either Nod or GDI Buildings.
It was just a test anyway. Though it worked somehow, you cant ally as a neutral, etc. Some wierd stuff happens there _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
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Posted: Wed Nov 10, 2010 4:43 pm Post subject:
you guys never realy come acrose the 10 player anc colour patches before?
@ruptioner
i believe asumming you used way point 8 and 9 althought the game wont recognise them the two extra players should spawn there
(if not the extra player should spawn somewhere of the map, it might be the middle if i remember correctly, in which case the player would have to move to his starting location) _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Thu Nov 11, 2010 1:43 am Post subject:
Ordo, that wouldn't really work, as you can press B or N to cycle through your units. Also you can press H to go to your MCV/Conyard _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
Ordo, that wouldn't really work, as you can press B or N to cycle through your units. Also you can press H to go to your MCV/Conyard
Told ya. Many sideeffects. Though pressing H will just pass you to your true MCV, and not to the fake unit which deploys into a CY.
But who the hell would press N or B at the beginning of a map? xD I would place some viscs (or similar) near by, thus, after a bit of time, the MCVs would be found and destroyed, if no player had choosen the side 'civilian'. through Insignificant you wouldnt even notice it, though it would be a bit strange, if you abort it just after the MCVs got destroyed but you didnt loose anything else.
How I already said, you need a special constellation to make it work. Was funny, though _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
I should start working on this again, because i forced the game to create more than 7 AI players, and also added code to make the game use up waypoint 20 for starting locations.
I can not remember what the outcome was xD QUICK_EDIT
1) Have an mcv instead of a hijacker to start with.
2) Replace hijacker's with 3 engineers, and the mcv to a deployed mcv building.
3) Place limited crates on the map, that only give mcv's when obtained
Have the mcv locked in a wall, so it can't deploy unless moved out, and have hijacker in way that cannot be crushed.
I had several theories on how to make a 9+ player game, I am capable of getting 8 computers and 1 player, just not 9 players.
Yes it's possible to start off as JP and civilian, but you didn't mention that you had a 9th or 10th player? ive changed the maximums to 10 instead of 8, ive also changed the max players to 10, but it comes up with the error when trying to launch online. Says 8 players max, including AI and comp. I can launch a 7 player game with 1 computer, and a civilian and JP (mutant), bringing a total of 7 players, and 3 computers. When game finishes the scores screen crashes. (however this bit aint too important, I believe you can skip scores).
Now I think there is a way around the max players launch but I haven't found it yet, although there is a way to execute the game from outside the actual game room via command's, force starting the match. (in theory this will hopefully finding its way around the 8 player max block).
The 2nd problem we have is the starting locations, we can only create 8, unless we deeply modify the game, but all players must have the same edit as you. If it's true that a player location isn't available, and you start at the middle then thats fine. We haven actually got past the launch block to know where we start, but if you require a location and we can't place 9 waypoints down there is another solution. What if we create several houses, GDI1, GDI 2, GDI 3 etc.. before launching the game, (or force starting if the case) we select the new sides. Place units on the map that have the new GDI sides attached to them, so when they start they will have an mcv or w.e unit is placed down. Player 1 would select GDI, player 2 - GDI 2, Player 3 - GDI 3, Player 4 - GDI 4 ect.
The 3rd problem is that I can't seem to create a new side on a map, although it has been done in single player campaigns. I know this bit is fixiable... I just haven't got the knowledge on how. If someone can share me the link to creating a new side for multiplayer that would be great! (I'm currently on the mission to finding this out in the meantime anyway ). _________________ If you don't eat, you don't poo, if you don't poo, you die. QUICK_EDIT
I actually dont get what you did. So, you want to place a mcv on the map, which deploys, thus you can take it by 3 engs?
Or what?
Just place a mcv of one fraction - or both, since the 'neutral' player cant, normally, be counted to either one team(s)
As fopr starting with more then 8 players - I never got the hang of it. I may be able to do it, if I look again into this, but I doubt it. Either way, 9 human players shouldnt possible, AFAIK. Its the 'no waypoint' matter, I guess. _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
I guess we should just have to leave it an 8 Player map then... aye its enough players.
So it's impossible to get houses onto a multiplayer map? Im trying to make a mission map thats multiplayer, at the moment I'm stuck with using civilian and JP. If we can create a new house I could spice up the multiplayer missions. Ive tried searching the forums but can't seem to find any topics on this. Any recommendations? _________________ If you don't eat, you don't poo, if you don't poo, you die. QUICK_EDIT
Many have tried it (me too) and no one ever got it done. New houses seem to be only possible in singleplayer missions but not in multiplayer. That's why several mods create colored civilian cars, as you can't add new different colored houses for the civilian cars. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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