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Okay here's what I did:
1. Loaded a singleplayer mission in the editor, duplicated the SP mission and renamed it to "ffa".
2. Added player and spectator spawn points and a player equipment selection.
3. Saved the level as "mp_research" (the original was 'research').
4. Loaded the new map, ran the automatic texture generator tool under Files as there were no land textures in the level.
5. Loaded the game, ran the level under FFA. To my surprise the scripting and AIs were still in the level following their waypoints.
But when I joined the level from another computer (copied the map to the other computer) on the network the client could not see any of the AIs, yet the AIs did respond to the clients presence and killed him. 
So basically only the host computer could see any of the enemies. I haven't experimented anymore with it yet because, well, I haven't beaten the SP game and it's addictive as hell.
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Okay here's what I did:
1. Loaded a singleplayer mission in the editor, duplicated the SP mission and renamed it to "ffa".
2. Added player and spectator spawn points and a player equipment selection.
3. Saved the level as "mp_research" (the original was 'research').
4. Loaded the new map, ran the automatic texture generator tool under Files as there were no land textures in the level.
5. Loaded the game, ran the level under FFA. To my surprise the scripting and AIs were still in the level following their waypoints.
But when I joined the level from another computer (copied the map to the other computer) on the network the client could not see any of the AIs, yet the AIs did respond to the clients presence and killed him. 
So basically only the host computer could see any of the enemies. I haven't experimented anymore with it yet because, well, I haven't beaten the SP game and it's addictive as hell.
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Not to repeat what you sayed but I too have te same problem... Whether I modify a SP map to multiplayer by renaming to FFA or if I created AI Enemies in a multiplayer map, only the host sees the models and yet they react to the other user connected to the host.
Does anyone know if this is an Editor function that I am not doing correctly or does the games need aditional programing, other than editor functions to work in a Coop TYPE of contect ?
Thanmk you
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Did you export the level first, before saving it? Levels won't work properly in the game if you don't export them first. Choose Export to Engine from the File menu, or press Control-E.
Hmmm... I shall save these up for the FAQ I think
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aka Tim Partlett
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As it is written; So it shall be done!
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Yes I did export the level to editor... I also generated the AI.
Moreover I have exported and generated AI again on the user PC connecting to host after having copyed the level map to the other PC.
Same thing... have the label of the model there but no visual on non-host PC.
?
Any ideas ?
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Ok, it is NOT as easy as that, there are MANY issues involved. Firstly, the AI players are not correctly initialized client side, they rely on server side components to load the entity model. Secondly they are not net synched, so even if you fix the model loading they will not move on the clients. Also they have problems when it comes to dying. They cause net synch issues. The list goes on.
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Not having the full version yet I can't really say exactly what will be needed on the final build, but, maybe I can get your AI players to move for you.
you need to make the players model load when initialized. If you look in BasicAI.lua in the scripts, you should be able to see the point at which the models load. This is in Server_OnInit() . There should be two lines
self:LoadCharacter(self.Properties.fileModel,0);
self.temp_ModelName = self.Properties.fileModel;
Comment these out, and locate the client init routine Client_OnInit()
put a line at the start of this routine
self:OnPropertyChange();
This should then load the player model on both server and client.
Lastly, find the OnReset() routine, and add
self:NetPresent(1);
To the end of this routine.
This is by no means a complete solution to COOP but hopefully it will get your characters moving assuming the full version is not too different from the demo.
Good luck.
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I did what you said and I get the results that you mention in your read me from the demo.
Well its a good step in the right direction
Thank you
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