Re: Multiplayer mod?

#171
Well would the dead co-op person just spectate the other play? The dead player could be like a ghost that can go a little faster then the alive person and can give the alive player a heads up. May be a bad idea Jag vet inte ;/ The new black ops 2 zombie map thing does something like that. Your ghost can revive your body but it would take some time. This idea is very far-fetched, but maybe it will spark some genius. :)
I'm bad at keeping my emotions bubbled and end up being perfect. It would have been trouble.

Re: Multiplayer mod?

#174
CommanderPro100 wrote:
CLgaming wrote:Excited almighty for this. I can finally kick Commander's ass with /screw and /scare
>Implying we'd ever play CB together.
Ok fine, How about I'll let you troll me. I'll be your puppet.
STEAM
## LOG OFF.

Re: Multiplayer mod?

#175
NickL4D2 wrote:I think that you guys forgot to include one thing on the ideas (ONLY IF : WHEN THE PLAYER DIES, NO RESPAWN UNTIL BOTH DIES)

/respawn %playername% //Respawn a dead player from the start, without the inventory items
/respawnnear %deadplayername% %aliveplayername% //Respawns a Dead player near a alive player
Hey,spawnpoint by defaults is at 173 room,but admin can set it somewhere else.I could write /spawnpont %playername%,but if player is in bad situation,dead players will respawn there... :|

Spectators are players that are waiting to respawn.But I'm assuming that when they respawn in second.But ok,they can spectate,mostly seeing whole generated facility.

I wrote this on my phone...
Working projects:
Spoiler
SCP Minecraft mod

Re: Multiplayer mod?

#176
The problem is that we are talking about details now.

MonocleBios gets all credits for Event Syncing, NPC are probably the very last thing to do before we make a simple playtest and probably release mod.

Playermodels:
We may need them in future, but thats a detail again. Anyway, probably all that we would need are textures of the original model...

Both me and Monocle didn't have much time this week. Next week I have a school break so I can work a bit for sure :)

Re: Multiplayer mod?

#177
ShadowZ wrote:The problem is that we are talking about details now.

MonocleBios gets all credits for Event Syncing, NPC are probably the very last thing to do before we make a simple playtest and probably release mod.

Playermodels:
We may need them in future, but thats a detail again. Anyway, probably all that we would need are textures of the original model...

Both me and Monocle didn't have much time this week. Next week I have a school break so I can work a bit for sure :)
Nice, the only thing I've been looking through the thread, it assumes that you are making a Dedicated server? I'd love to host one if there is going to be one.
You can just remove the player and drawing code, and replace with a fancy GUI.
Image

Re: Multiplayer mod?

#178
ShadowZ wrote:The problem is that we are talking about details now.

MonocleBios gets all credits for Event Syncing, NPC are probably the very last thing to do before we make a simple playtest and probably release mod.

Playermodels:
We may need them in future, but thats a detail again. Anyway, probably all that we would need are textures of the original model...

Both me and Monocle didn't have much time this week. Next week I have a school break so I can work a bit for sure :)
I more care that players can change the look of D-class,like,they can change just the face of D-class texture.
Playermodels and other are optimal.

Also,I'm gonna warn those who work at this mod:bugs
Bugs will be encountered and they can be super annoying.

My tip is to look to add two players in mod and very basic scripts.
And then you add messages and stuff later on.
Test EVERYTHING you add to notice bugs easily.
It very important to take CARE not to crash or glitch the game.

And then,upload the very basic multiplayer mod and then update daily with small updates and bug fixes.
Let oldAI help you :)
Working projects:
Spoiler
SCP Minecraft mod