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gadolinite

  • Guest
our first multiplayer mission
« on: 28 Aug 2003, 08:10:45 »
Me and my friend are creating a multiplayer mission that you play over a LAN (my desktop and my laptop, on a home network) where you have to get a civilian to Lipany in one piece.  

I have some questions about scripts for that mission.  

My plan is to copy the same mission onto my desktop and my laptop (scripts and everything), so therefore both machines will be running the same scripts.  Will this work ??? If not, what should I do.  

Don't mind me, I am a noob at multiplayer missions.  I got into this because I purchased a new laptop about 2 weeks ago.  

Mr.BoDean

  • Guest
Re:our first multiplayer mission
« Reply #1 on: 28 Aug 2003, 08:56:13 »
Hey Gado,
  When you're editing the mission, it is in a folder with the mission.sqm , the description.ext, the briefing.html and any script files you have in there. When everything is working great in testing yourself, just save the mission as a user mission then save it as "Export to Multiplayer mission" .
    When you do that, the game automatically combines and compresses everything in that folder into the GadoMission.pbo file . Then when u play MP games, you pick the island then map and the host PC will automatically send the GadoMission.pbo file to any other client PC's , so it isn't necessary for them to already have the mission or separate scripts.   8)
  That is, unless you're doing something funky with scripts outside the normal realm of the mission.   ;)

2 notes:
   In OFP , the newly received mission will automatically go into the (default) C:/ Program Files/Operation Flashpoint/MPMissions folder. For Resistance, it goes into the OpFlash/MPMissionsCache folder and u have to copy/move it over to MPMissions.

Also, if you copy your mission folder (in your OpFlash/Users/Username/Missions folder) over to your OpFlash/Users/Username/MPMissions folder, you will be able to test and edit the mission in a more realistic MP way.  i.e., the MP interface comes up and you select the map from the bottom ...it will be in YELLOW ....then your role. I suggest doing this as some scripts and respawn do not work when using the Single player editor. However, any changes made here in the MP editor should be saved as User Mission then copied over to Users/Missions folder , re-opened in SP editor and re-saved to Export to MP ...sometimes  bug there and MP editor doesn't update correctly.  You should also delete the .pbo mission file in the OpFlash/MPMissions folder before trying to re-save .

Hope that helps.   ;D

gadolinite

  • Guest
Re:our first multiplayer mission
« Reply #2 on: 28 Aug 2003, 20:29:32 »
Quote
Then when u play MP games, you pick the island then map

The mission takes place on Nogova island only and is a co-op mission with no re-spawn.

anyway, I despise the idea of re-spawning

Once your dead, your dead, period.

« Last Edit: 28 Aug 2003, 20:31:27 by gadolinite »

Mr.BoDean

  • Guest
Re:our first multiplayer mission
« Reply #3 on: 28 Aug 2003, 22:42:49 »
Then when u play MP games, you pick the island then map

The mission takes place on Nogova island only and is a co-op mission with no re-spawn.

anyway, I despise the idea of re-spawning

Once your dead, your dead, period.

Hehe, ya , well, that's the purist's view. However, if you end up playing on GameSpy or other servers , you will realize how LONG it can take just to GET A GAME GOING (especially with new addons) that once you're in a game, if you die early in  a very long mission, there are but a couple of options:

1.The host can restart, depending on how many people grumble
2. You can watch all the action as a bird -not much fun, especially if u get the "green screen"
3.You can get some food
4.You can go back to GS/ Server-land and wait another 10-15 minutes for another game.

So with especially long missions with lots of ways to die  ;D , even if the players are vets, respawn can be nice to keep you in the game and not just sitting at your PC waiting for everyone else to die. Because most people WON"T hang out when they die and watch others play for 30+ minutes , they'll just leave and you'll find yourself going back to GS again and again to refill your room, if you're lucky.   ;)

I play both.  :)

gadolinite

  • Guest
Re:our first multiplayer mission
« Reply #4 on: 29 Aug 2003, 06:30:03 »
Yes I am a purist.  The mission is not designed for internet play, just my LAN.  If I ever want to use internet play, I will alter it.  By the way, internet gaming, (to my point of view) is unreliable and slow (unofficial addons make it worse) so I tend to shunn it.  I do know why it is like this, and would require a seemingly impractile amount of work to fix.    

To answer the question, how do you only allow the no-respawn option only?


Mr.BoDean

  • Guest
Re:our first multiplayer mission
« Reply #5 on: 29 Aug 2003, 22:41:08 »
 By the way, internet gaming, (to my point of view) is unreliable and slow (unofficial addons make it worse) so I tend to shunn it.  I do know why it is like this, and would require a seemingly impractile amount of work to fix.    

To answer the question, how do you only allow the no-respawn option only?

Hey Gado, sorry.... didn't realize you were asking a question before. ... ?    Respawn is generally set up in your description.ext file with things like map, compass, watch, GPS.

So if you don't include the respawn lines in your description.ext , it will never be there and you will just respawn as a bird (default).

And yes, it is a bit slower, but not very much if you all have good PC's and good connections.  MP is great for instant feedback on a mission and just having a social part to our normally anti-social PC behavior.  :)   Besides, I'll bet your AI squad never says to you, " Great job, Gadolinite! Cool mission and thanks for letting me play."   ;)
« Last Edit: 29 Aug 2003, 22:42:34 by Mr.BoDean »

gadolinite

  • Guest
Re:our first multiplayer mission
« Reply #6 on: 31 Aug 2003, 00:36:32 »
true