VTULCobra
  • VTULCobra
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
Hey there, I'm just wondering if it's possible to make a co-op mission; you and a friend vs a computer (AI).
I'm not talking about skirmish maps with they building with the built-in scripts, but instead use the scripts that you made.

So in the "Players List" or w/e you wouldn't press "Add skirmish players" but instead create one enemy and two "Local players". Then you would just go to online/lan and choose the map, then either choose start positions or get one automatically where the local player(s) Command Center is (You don't share one CC obviously).

Is this possible? If so, big thanks for all help that I can get.
Rank up!
Sponsor
NewNightmare
14 years ago
1)it's possible
2)you make it on a skirmish map. all you have to do, is save 1 slot for AI, and script it for e.g. skirmishGLA on slot X, so when you're in the lobby, you choose your own army, and a specific AI in a specific slot, to make the scripts working, look at AOD (Art of Defence) games, they're built this way, except they're just waves of enemies instead of missions.
i^love^mixery
14 years ago
it is possible, i already created a collection of multiplayer missions with this map:
http://www.cncmaps.com/index.php?automodule=downloads&showfile=1307 

as newnightmare said: you have to go with skirmish maps, not mission maps.
in skirmish maps you have to use player0, player1 etc. instead of the local player and also a few other things do not work in skirmish maps, for example the FPS limiter script, fast forward script and a few other things.

if you need help with the scripting part then you can check that map, i ordered the script so that everybody should be able to understand them.
VTULCobra
  • VTULCobra
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
Thanks for quick replies, also, nice minimissions i^love^ 😉
Rank up!
VTULCobra
  • VTULCobra
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
I also want to make sure, I'm supposed to use all the skirmish players and then script one of them (SkirmishGLA etc)?
Then I'm supposed to make "Player1 Start" and "Player2 Start", or should I place CCs on the map and make the players' camera angle start there?
Rank up!
VTULCobra
  • VTULCobra
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
Okay I'm having this problem and I can't figure out what's wrong, probably something obvious.
I've added skirmish players and placed one "Player_1_Start" way-point with the inner and outerperimeter.
I wanted to make the "SkirmishGLAStealthgeneral" or w/e the enemy, so I used the scripts "player can build units/building" in the stealth generals scriptsfolder and opened the "Build List Tool" then added a Command Center with the properties "Rebuilds: Unlimited" and "Building already built", then I placed a Barrack next to the CC and gave it the properties "Rebuilds: Unlimited". When I go to play the map, it shows up as a mission, meaning I can't choose where to start, but when I enter the game as "Player spectator" or w/e, I can see that the "enemy" is building, whats wrong?

I would be grateful for all the help I can get, thanks!


*EDIT
Is it better to place the enemy in a slot or place a CC for them in WB?

*EDIT 2
The attached map is not the map I'm planning to make, as the title says, it's only a test.

*EDIT 3
I might have found what's causing me not being able to choose a slot, I made every player enemy with the "enemy" player in the players list.

*EDIT 4
Nope, that's not the problem, I just checked, help is appreciated!   Testing.rar (3kb) downloaded 52 time(s).
Rank up!
i^love^mixery
14 years ago
problem: you only used one start position, so it is a mission map, not a skirmish map.
you have to use:

1. start position for human player 1
2. start position for human player 2
3. start position for computer player (and i recommend you to use vGLA, not stealth)

then you host it like this too:
1st lobby slot: you (=host)
2nd lobby slot: your friend
3rd lobby slot: vGLA computer player

important:
you cant use the Build List tool for skirmish players... if you want the comp to build buildings then you have to do this with skirmish scripts. (Skirmish Only -> Build -> Build a building).

of course you dont need to spawn a command center for the comp anymore because he automatically starts with one when you host the map because its simply a skirmish map.

INSTEAD of using a skirmish player you can just use 2 start position and then you add a third scripted enemy with Edit -> Edit Player List. Only if you do that Build Lists will work but some additional scripting will be needed..
VTULCobra
  • VTULCobra
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
Thanks again i^love^, I'll use the skirmish only scripts, also, if I get any problems I'll post them in this thread, thanks again.
Rank up!
VTULCobra
  • VTULCobra
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
Okay so I've got a pretty cool idea about my map, you are working your way through it with 2 technicals and 1 black lotus. Player 1 is controlling the technicals and player 2 is controlling lotus. The idea I've got is to make player 2 (lotus) able to garrison the technicals, and of course make the technicals garrisonable by another player.
Is this possible? If so, how do i make it work?
Rank up!
i^love^mixery
14 years ago
uhm.. that doesnt work. at least not directly..

but there always are workarounds:
random idea:
create an ambulance for the lotus player, constantly tell the ambulance to follow one of the technicals. that way the lotus player can garrison the ambulance, but only the other player can decide where it goes. you can of course use any other transportation unit instead of the ambulance. for example a chinook.
VTULCobra
  • VTULCobra
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
That's too bad to hear, thought it'd be nice with something like that. The ambulance for is a good example but i was thinking more of the lotus being able to just hop into the technicals anytime under the playtime of the map.
Anyways, thanks again. I'll reply here if i bump into any other problems.
Rank up!
VTULCobra
  • VTULCobra
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
How do I make the "Intro team 1" and "Intro team 2" override to a player without a CC? My map starts with only some units, I've changed my idea about lotus and yeah... It's supposed to start off something like your map with the minimissions. I saw that you had startingpositions but no CCs, instead of that the camera started over the humvees.
Did you place all the startingpositions inside of the pyramid then nuked them?

*EDIT

Take a look:   Birds nest (By !Twinkie! aka VTULCobra).rar (33kb) downloaded 66 time(s).
Rank up!
i^love^mixery
14 years ago

How do I make the "Intro team 1" and "Intro team 2" override to a player without a CC? My map starts with only some units, I've changed my idea about lotus and yeah... It's supposed to start off something like your map with the minimissions. I saw that you had startingpositions but no CCs, instead of that the camera started over the humvees.
Did you place all the startingpositions inside of the pyramid then nuked them?

*EDIT

Take a look:

vtulcobra wrote:



you are good at finding things which are not possible in skirmish maps.. lol
you can only transfer teams in mission maps, in skrimish maps that script is without effect.

but you can transfer single units to any player.. (so just use single units instead of teams for the intro)

and yes i nuked the CCs, but before that i spawned a building and transfered it to the players outside of the map border so that the players wont die for not having any buildings.
VTULCobra
  • VTULCobra
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
Haha, so the "transfer team x to player0" does not work...
So, the intro is not finished yet but I'm supposed to make two starting positions (and one for the AI), spawn 2 buildings outside the map in player0 and player1s control, then nuke the CCs?
And one more thing, can I just make a script where the camera is supposed to start in a skirmish map? Like "attach camera to team x or unit x"?

Thanks.


*EDIT

Can I place civilian buildings outside the map, or do they need to be a faction?
Rank up!
i^love^mixery
14 years ago

Haha, so the "transfer team x to player0" does not work...
So [...] spawn 2 buildings outside the map in player0 and player1s control, then nuke the CCs?

vtulcobra wrote:


exactly, but spawn them for the AI player, then transfer them to the human players (or do it with civilian buildings, as you asked with your *EDIT). as far as i know, spawning units directly to player0, player1 etc. does not work. you have to transfer them manually.

can I just make a script where the camera is supposed to start in a skirmish map? Like "attach camera to team x or unit x"?

vtulcobra wrote:


Yes. just use the camera actions. for example...
Camera -> Move -> Move the camera to location. there is also the possiblity to move the camera to a different location for each player, so for example move the camera to lotus for player0, but move the camera to jeeps for player1.

if you need this i can teach you how to do it.

note: the movment speed of scripted camera movements is not synced in mutliplayer maps.
somebody with 500 fps will see the camera movements 10 times faster than a guy with 50 fps so dont increase the movment time. just use 0 seconds, then all movements are synced. if you really need a tracking shot then attach the camera to a unit. then the movement is totally synced :P


Can I place civilian buildings outside the map, or do they need to be a faction

vtulcobra wrote:


civilian is fine. just give them a name and transfer them to the players. but make sure that the transfer script is in the script folder of the player who owns the buildings (in this case Civilian folder of course). if you put it in a different folder then the script will most likely not work.
note: AI players might sell buildings, if you transfer them to him. you cant do anything about it. i guess spawning buildings is the better way to go..

dont worry.. its pretty easy once you get the hang of it! if you stuck i can always help out, so dont give up!😁
VTULCobra
  • VTULCobra
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
Thanks once again :)

So, I'll place the "Player_1_Start" and "Player_2_Start" in the same spot, and i wont need any Inner or Outerperimeters right?
Rank up!
i^love^mixery
14 years ago

i wont need any Inner or Outerperimeters right?

vtulcobra wrote:



no you dont. those triggers are only for maps where the AI is supposed to build and attack you on its own.

So, I'll place the "Player_1_Start" and "Player_2_Start" in the same spot?

vtulcobra wrote:



yes you can put the start positions on the same spot.

also i edited my last reply a bit, so check it again😁
VTULCobra
  • VTULCobra
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
Okay, I think I've got at least some of it right, does this work?:

*** IF ***
    True.
*** THEN ***
  [???] Unit 'transfer house 1' is transferred to the command of Player 'player0'
  [???] Unit 'transfer house 2' is transferred to the command of Player 'player1'
(THE HOUSES ARE CIVILIAN APARTMENTS)

*** IF ***
    True.
*** THEN ***
  Hides special power countdowns for Unit 'nuke 1'.
  Hides special power countdowns for Unit 'nuke 2'.
  Hides special power countdowns for Unit 'nuke 3'.
  Set Unit 'nuke 1''s Special power 'DefaultSpecialPower' to  0  seconds.
  Set Unit 'nuke 2''s Special power 'DefaultSpecialPower' to  0  seconds.
  Set Unit 'nuke 3''s Special power 'DefaultSpecialPower' to  0  seconds.

*** IF ***
    True.
*** THEN ***
   Unit 'nuke 1' fires Special power 'DefaultSpecialPower' at Waypoint 'Player_1_Start'.
  Set timer 'nuke 2' to expire in 1.00 seconds.

*** IF ***
    Timer 'nuke 2' has expired.
*** THEN ***
   Unit 'nuke 2' fires Special power 'DefaultSpecialPower' at Waypoint 'Player_2_Start'.
  Set timer 'nuke 3' to expire in 1.00 seconds.

*** IF ***
    Timer 'nuke 3' has expired.
*** THEN ***
   Unit 'nuke 3' fires Special power 'DefaultSpecialPower' at Waypoint 'Player_1_Start'.
  Set timer 'remove nukes' to expire in 2.00 seconds.

*** IF ***
    Timer 'remove nukes' has expired.
*** THEN ***
   Unit 'nuke 1' is removed from the world.
   Unit 'nuke 2' is removed from the world.
   Unit 'nuke 3' is removed from the world.

Once again, thanks! And I wont give it up! 😄


*EDIT

I really liked your map, but when I play it with another person (online or over lan) it mismatches when we get to the 3rd mission and all the attacks with particle cannons and fuel airbombs starts. Any idea of what might be wrong?
(Legit copy of both Generals, Zero Hour and TFD, no mods, Win7 64-bit (x86) Taurus Übergamer)
Rank up!
i^love^mixery
14 years ago

Okay, I think I've got at least some of it right, does this work?:

*** IF ***
    True.
*** THEN ***
  [???] Unit 'transfer house 1' is transferred to the command of Player 'player0'
  [???] Unit 'transfer house 2' is transferred to the command of Player 'player1'
(THE HOUSES ARE CIVILIAN APARTMENTS)

vtulcobra wrote:



yes. if the script is in civilian folder then it should work. but instead of civilian apartments use power plants. apartments dont count as base structures i guess.


*** IF ***
    True.
*** THEN ***
  Hides special power countdowns for Unit 'nuke 1'.
  Hides special power countdowns for Unit 'nuke 2'.
  Hides special power countdowns for Unit 'nuke 3'.
  Set Unit 'nuke 1''s Special power 'DefaultSpecialPower' to  0  seconds.
  Set Unit 'nuke 2''s Special power 'DefaultSpecialPower' to  0  seconds.
  Set Unit 'nuke 3''s Special power 'DefaultSpecialPower' to  0  seconds.


*** IF ***
    True.
*** THEN ***
   Unit 'nuke 1' fires Special power 'DefaultSpecialPower' at Waypoint 'Player_1_Start'.
  Set timer 'nuke 2' to expire in 1.00 seconds.

*** IF ***
    Timer 'nuke 2' has expired.
*** THEN ***
   Unit 'nuke 2' fires Special power 'DefaultSpecialPower' at Waypoint 'Player_2_Start'.
  Set timer 'nuke 3' to expire in 1.00 seconds.

*** IF ***
    Timer 'nuke 3' has expired.
*** THEN ***
   Unit 'nuke 3' fires Special power 'DefaultSpecialPower' at Waypoint 'Player_1_Start'.
  Set timer 'remove nukes' to expire in 2.00 seconds.

*** IF ***
    Timer 'remove nukes' has expired.
*** THEN ***
   Unit 'nuke 1' is removed from the world.
   Unit 'nuke 2' is removed from the world.
   Unit 'nuke 3' is removed from the world.

Once again, thanks! And I wont give it up! 😄

vtulcobra wrote:


you dont need to decrease the special power countdown. if you fire the special power via the script it will automatically ignore the countdown. so you wont need multiple nukes either. one is enough. also you dont need to use timers here. just deselect "Deactivate upon success", set the "Evaluate script:" time to "Every 1 seconds" and disable this nuke script after a few seconds with another script.


*EDIT


I really liked your map, but when I play it with another person (online or over lan) it mismatches when we get to the 3rd mission and all the attacks with particle cannons and fuel airbombs starts. Any idea of what might be wrong?
(Legit copy of both Generals, Zero Hour and TFD, no mods, Win7 64-bit (x86) Taurus Übergamer)

vtulcobra wrote:



did you host the map like this?

UserPostedImage

(human player 2-4 can be empty of course but the comp has to be in the 5th lobby slot)

that error is definitely not related to the map. i played it with 4 players to the 10th mission without any problems multiple times.
VTULCobra
  • VTULCobra
  • 100% (Exalted)
  • Major Topic Starter
14 years ago
Thanks, I'll reduce the scripts, and yes, I did host the map like that, I read the instructions on the site you linked in the other topic, I'll re-install my game, it's been a while since I did it last time, thanks!
Rank up!