Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: WMCoolmon on July 08, 2004, 09:19:26 pm
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I decided to try and get in-game mission joining working. It took about 3 lines of changed code to make it work in Dogfight mode. Although, with the AI spontaneously dying in the missions it wasn't very useful unless someone left.
Does anyone know why Volition took this out - did they just not want to bother to try and add it for Co-op and TvT? Or were there some problems with it in Freespace 1?
This goes the same for Closed and Restricted gametypes - looking at the interface art, the hotspots PCX has the spaces for the Closed and Restricted buttons, but the spots for them in the actual image were removed.
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maybe becouse it migth do sync failures
i remember gettin crashed when hosted fs1 and some1 joined middle game in those few times when i tested fs1 multi
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ps if u gonna put that in fs2 scp plz insert ingame kick aswell
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In-game multiplayer mission joining - it would be very good. I thinks that's will be useful in every modes: DogF, TvT and Co-op mode. But in TvT, player must have some wing choice when he joined.
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AIs sended away in tvt+they nearly 99% allways default uly's
and there was a wing choise in fs1 u saw ship type,weaps,damage if i recall rigth
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As of now it's extremely unreliable, which is probably why V left it out. I've gotten it working in Dogfight mode, as long as there are 3 or less total players.
Even then, you can't have more players than you started out with or else the AI will die.