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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »CO-OP Halo Custom Edition

Author Topic: CO-OP Halo Custom Edition (14 messages, Page 1 of 1)
Moderators: Dennis

Hell_Jumper_056
Joined: Jan 7, 2010

Halo: Accession


Posted: Oct 16, 2012 06:37 PM    Msg. 1 of 14       
Hey everyone, its great to be back! And with being back I have some rather large projects that I want to create for this game. The first of which is developing a 4 player camgain mod. I know that it is obvious that I could just make multiplayer maps, but I remember that some of the HEK programs have specific options for single and multiplayer maps. Has anyone tried this before?


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Oct 16, 2012 06:45 PM    Msg. 2 of 14       
If you set the map type to SP, you cannot create a server out if it. MP maps, however, can still be loaded as SP maps. Anyways, through breaking the game with a MP map, you can get more players into that same map as an SP, with working respawn next to living players when they die, but this is fairly useless. Anyways, if you want more than 1 player, you want to make it a multiplayer map regardless of how its played.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Oct 16, 2012 07:36 PM    Msg. 3 of 14       
Of course it's possible to create a co-op campaign map for halo ce, however it's not plausible for online play as the ai don't sync properly.


Hell_Jumper_056
Joined: Jan 7, 2010

Halo: Accession


Posted: Oct 16, 2012 07:47 PM    Msg. 4 of 14       
would you know why they dont sync properly? Multiplayer maps are hosted by your own computer right? then i don't undestand why there would be a problem there, unless the maps arn't hosted by your own computer?


Hell_Jumper_056
Joined: Jan 7, 2010

Halo: Accession


Posted: Oct 16, 2012 08:00 PM    Msg. 5 of 14       
hmm. that makes sense. But there must be something telling the host and client in multiplayer where things are right? seeing that we all can see weapons and vehicles right? then shouldn't it also work for AI to be seen by both?


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Oct 17, 2012 11:36 AM    Msg. 6 of 14       
http://www.youtube.com/watch?v=H7B1pCGqago
I explain it in the comments.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Oct 17, 2012 04:54 PM    Msg. 7 of 14       
You know, the reason I didn't include your syncing ai scripts in my comment was because it's not going to have a plausible and smooth gameplay.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Oct 17, 2012 05:44 PM    Msg. 8 of 14       
What about it is not plausible? What about gameplay is not smooth? The only thing I see that isnt smooth is the ai location updating, but you're still fully aware of where they are.


Hell_Jumper_056
Joined: Jan 7, 2010

Halo: Accession


Posted: Oct 17, 2012 06:59 PM    Msg. 9 of 14       
so that video was over the internet and not from a local connection right? cause it looks like it works rather well to me. with only a few minor details that sould be fixed. am I wrong?


nihao123456ftw
Joined: Mar 24, 2012


Posted: Oct 17, 2012 09:57 PM    Msg. 10 of 14       
I think that might be not worth the trouble scripting every single enemy in the level to be synced (as in, having vehicles constantly attach and detach to the ai's so that you know where they are), you might even run out of script space if there is such a thing (I think CMT mentioned it somewhere...) It would be more efficient to tag it if there is even a way to do so, I saw on one ai-syncing video they just had some red lights attached to the ai somehow (maybe through server-side enabled projectiles or something?)
Edited by nihao123456ftw on Oct 17, 2012 at 10:00 PM


Hell_Jumper_056
Joined: Jan 7, 2010

Halo: Accession


Posted: Oct 17, 2012 11:13 PM    Msg. 11 of 14       
server sided projectiles does sound like what it was, and then all we'd have to do is change that ball of light to an elite right? If the current halo ce programs wont allow us to do that, then what other options are there? there must be some other programs that could help


adolif2
Joined: Apr 27, 2011

Karma changes people.


Posted: Oct 18, 2012 11:34 AM    Msg. 12 of 14       
Maybe I should continue my development of AI syncing via programming, seeing as to how there is still demand for it. There is no excuse to have coop unavailable today because of a limitation that existed ten years ago. Now if I could only stop the gathering exception data errors...


I think I'm going to start a new thread to ask for some help. :)


Hell_Jumper_056
Joined: Jan 7, 2010

Halo: Accession


Posted: Oct 18, 2012 07:45 PM    Msg. 13 of 14       
I do understand that and i was trying to imply that there must be a way around it, or to add it as a feature.


LMT Heretic
Joined: Feb 18, 2010

There are mysteries, that should remain hidden...


Posted: Oct 18, 2012 10:29 PM    Msg. 14 of 14       
DEAR GOD yes! adolif may regain his interest at coop, it was a lil bit better than Kirby's in the ai movement but fairly crappy in projectiles, if only we could merge both... also hell jumper add me Lmtheretic

 

 
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