Multiplayer Scripting?
-
Gisteron wrote:
download why’s huge effects pack. there is a tutorial with code examples for such explosions. thanks on that, why, made that stuff with slight additions in my mod, looks fantasticI don’t need effects pack, glow and other engine upgrades doesnt work on my ancient PC.
I need only fountain explosion HELP PLEASE -
You don’t understand.
Grab Why’s effect pack and SEE how it’s done.
-
Really needed server-side “mission - bot” presence, may be dll that creates phantom player with [storyinfo] in char that is constantly at server without kicks, timeouts
-
Again with w0dk4s trickery, FW:TOW has fully functional missions. You can check their dev blogs for more information. From what I’ve heard, its accomplished through expert use of Hook to launch arbitrary mission files. I don’t know when this functionality will be released as a Hook plugin, for all I know there’s some kinks to work out before it becomes solid enough to work independent as a plugin.
-
I’ll wait new flhook with plugins, because this only thing that I have to compile without problems (svn)…
-
wait a minute, so this means you can have convoy protection missions in the MP setting, just like you do in SP?
Hmm, is it also possible to therefore create convoy attack missions to attack and destroy the same convoy another player is protecting as well?…
Sorry, just curious as to what exactly this implies - and since I stop by only once in a blue moon, I may have missed all this in other threads.
-
for convoy I tried “follow = player” but it is not worked, will try again soon with followop hack
-
Hmm, is it also possible to therefore create convoy attack missions to attack and destroy the same convoy another player is protecting as well?…
I don’t think it will ever be possible as ships created by a mission can’t be tracked by another one. However, i’ve successfully created an escort mission, with one playable side only.
-
Yep, convoy/wingman works.
-
Necro-post. I’ve made some great progress in making multiplayer scripting practical, and I think bumping this thread would gather more attention than my other post that goes into more detail.
-
I had a short look at mission scripting (launching them via flhook).
The main remaining bug seems to be that missions are paused when somone leaves the server (they are not destroyed, they just won’t continue).Act_StateChange = SUCCEED is crashing my server.
A workaround could be actually using FAIL (as KJ mentioned) and patching out the window which pops up.
NO_STATE would actually work too but it won’t destroy the mission.The best way would prolly be to trigger a FLHook callback func when the Act_StateChange event is fired.
The mission ini will be read when you start the mission.
It seems that there’s a function @ ElapseTime which calls the events.
That’s all so far.
-
Crazy wrote:
…
The main remaining bug seems to be that missions are paused when somone leaves the server (they are not destroyed, they just won’t continue).Act_StateChange = SUCCEED is crashing my server.
…Unbeliveable.
Without special hook all ok.
It is for vanilla - right? -
Hello
I just thought about playing the story with more people… Because i can’t mod, i searched trough the internet and found this topic. I have an idea for the problem, you mentioned (if died, you have to restart, then the server makes too much missions “x times in a row”. I don’t know, whether it works, and i don’t know how much work it is. But i know, if it works and one mods it, much people will be thankful.Ok, i go trough the whole Story, and describe, what my idea is.
Ok, first you create a server, and make it joinable, or not, if you already started the storyline. This server (if joinable) must have the start with no plane and 500 credits, the same as the starting amount in the story. But the story hasn’t start jet. It starts if you type in the console the command “/start Story”, so you can wait for other people. But better is to make it in LAN, so a private session. More than 3 players aren’t that good for story. If you type “/start Story”, you’ll see the intro-scenes with the destruction of Freeport 7, then the scene, when Trent lands on Manhattan. Everyone sees it, and it isn’t that bad, if some people are slower than others. Than you do the same as in the Story, go to the Bar, talk to Juni, and so on. When you have to go to the orbit, you can start but you won’t fly into the orbit. If you press the Start-button, a window is opened where stands “waiting for players to undock”, with an “abort-button” under it. When all pressed the Start-Button, you will fly into the orbit. You can press the card away, when all pressed it away, you’ll fly into the space. Then the movies begin, now everybody has to have the same status. Otherwise the Donau will destroy 1 second after the other. You have to synchronize it. Then you destroy the 5 order-ships. After that, King talks to everyone of you. Then the story goes like it goes ever. You have to dock at the tradelane, and so on. In Story-Missions the movies and undocking of bases/planets goes like i described it. This way, it works. After finishing a Story-mission, it goes like in normal multiplayer. The first person who reaches the next level, decides when to go on to the next story. Everybody then has to finish what he/she does, and fly to the planet/station he/she is told. Then the next Story-Mission begins.
If one person gets a bad connection and is kicked from the server, the mission will be lost. The same is when ONE person is dead. The server will go in pause-mode and all players will see a “Mission failed”-window. Then they go to the last planet/base, all of them, not only the dead player. This avoids playing on different storys. If they played different storys, they could play singleplayer.Movies in the space are the original, so you won’t see any other player.
Hope to get an answer, with criticism, and the answer, whether this is possible or not. If it’s possible, questions to single aspects are good.
Greetings
SilvermanEDIT: I can also speak German, if you would prefer it.
-
I’ve wondered about how a co-op campaign would turn out as well. The main difficulty would be getting it to synchronize for all players. About this:
Silverman wrote:
If one person gets a bad connection and is kicked from the server, the mission will be lost. The same is when ONE person is dead. The server will go in pause-mode and all players will see a “Mission failed”-window. Then they go to the last planet/base, all of them, not only the dead player. This avoids playing on different storys. If they played different storys, they could play singleplayer.
Instead of the campaign mission failed, I’d suggest having the server kill all the other players if one of them dies during a campaign mission. This would create the same effect, but you won’t have to worry about the crash when you press respawn using the original “Mission Failed Dialog” because it just uses the standard Multiplayer Death Dialog. You might want to buff some NPCs in the missions as well to encourage teamwork, because even the hardest NPCs wouldn’t have been designed to be attacked by 3 players at once. One player is much more dangerous than a few NPCs, so add a few more players and the missions could become too easy.
-
To the first: I don’t understand, why all players should be killed. Is it easier to make? Or why?
To the second: Yes, we could also rewrite the storyline (without sarcasm). Seriously. Make another character or two.
We also could make more bots for each mission. But for example the Mission where you have to flee out of Liberty. I find, there are enough bots. I didn’t finish this mission earlier, am now trying to finish. There 2 characters would help a lot.
Greetings
Silverman