Yes. But it totally depends on what to do. If we want to select between 2-3 spawn locations its not that much. Half of the ais cannot be random anyway. But if we want the whole map and all actions be random it is close to impossible. I have implemented some random locations in my maps. But it is hard to change overall impression. But ofc it is good if you cant aim all by memory. We have all the tools we need but its lot of work.

Some tools might make it fairly fast I can see. Spawn all AIs with one command. Print ainames ingame over their head. Dumping ai_marker with targetname. Extra spawn event eg firstspawn that only execute at real first spawn of an ai or a command to ensure this is executed once only. These would cut tons of time of developing. It would be less work than adding the reinforcements.

Then just dump markers and copypaste the triggers. Also first of the random spawn is ofc blank because it is where it is now.

Yes in theory, but currently it is not. It would take many months to script. I rather spend time on making new maps. And randomising does not work everywhere, eg. Corridors.

If you play with respawning enemies, you already get fairly random once they have spotted you.

Maybe one day it might happen, never know.

103

(6 replies, posted in RTCW Coop)

Capuzzo 3 maps and Tobruk 2 maps (3 if I have time).

104

(6 replies, posted in RTCW Coop)

Yes! A beta is in private testing as we speak. If everything goes well, should probably expect a release in following weeks.

Please tell us more about the bugs you have encountered. What you mean cannot move? Change team?  If yes, that is fixed.

105

(6 replies, posted in RTCW Coop)

There is a Afrika campaign coming soon with 5 custom maps (more later). Possibly next month. But this is not tied to Coop mod, just a downloadable bonus pack. Also I think some other Custom maps might be coming for Coop. I have recently created a massive step-by-step tutorial on converting Custom maps from RTCW SP to Coop mod. Probably there will be no official ones that come directly with the mod package.

Great. Am eager to improve and fix if something raises. I want it to be as clear and understandable as possible. If something is hard to understanfd, it should be explained better. smile

/coopdevmap cutscene1

There are 14, cutscene1 - 14

108

(4 replies, posted in Bug reports)

It is todo with the alpha shader writing depth. Icon shader needs to be on top. I'll write it and see if I'll have time to fix it.

109

(4 replies, posted in RTCW Coop)

imrussian wrote:

Please, add the crosshair to the Third Person view mode, it is really hard to play as rifleman in the team with nightmare gameskill like this

+1

{WeB}*GANG$TA* wrote:
-SSF-Sage wrote:

Fyi. I am building a very extended map converting tutorial for COOP in Wiki atm. It has everything you need to know about Coop. Should be ready in some days. smile With that it is just possible to follow the very detailed steps and create.


That sounds great, Sage, I'm looking forward to reading and learning from it cool .

Here it is. smile It is basicly ready. It has everything a normal guy would probably need I think. Only some very advanced stuff is missing that allows us to do very special non-important things. Goal is that anyone can convert a map without knowledge (and also include everything that can be known). Should not have much errors in it. And I need someone to test it so I know if it is simple to follow/function. smile

http://code.google.com/p/bzzwolfsp/wiki … NSTRUCTION

jurajkatalinic wrote:

Hey , did you know if you launch with console cutscenes in SP that you can kill everyone .

Yes. The files are still there. They are just skipped in the scripts not blocked or anything. The Camera commands are blocked, that's why you can run around in them. Content of the cutscene is equal to real game, only real difference is that you "spectate" it instead of play it.

Is everything ok when you play RTCW SP? Have you tried resetting/editing the cfg? Have you tried another mouse?

Okey. I have checked this. I fixed the script error. I do not get the menu error. See if you still get the menu error. Inform me if you do.

You seem not to fully understand the script syntax. I have fixed the absolute minimum to get the map not to crash. I did not fix other things (like I noticed you had little mistake with your flag spawns). The zip includes the images to explain what I did to fix the script errors. What you see in the pics is all I did.

http://speedy.sh/N2YPr/start-fix.zip

I have added some explanation on the script syntax in my mapping tutorial. Check the tutorial in the wiki. Section 1.5.-1.6 atm.
http://code.google.com/p/bzzwolfsp/w/list

Yes I understood you wanted it for christmas. However it is not possible for me to stay on alert and map 24/7. I choosed to do this as it was quite basic and that you already tried to make it, so you are maybe little familiar with it. Also the map has almost nothing to do with Christmas for what I think so I think it could be played anyway..

Fyi. I am building a very extended map converting tutorial for COOP in Wiki atm. It has everything you need to know about Coop. Should be ready in some days. smile With that it is just possible to follow the very detailed steps and create.

jurajkatalinic wrote:

Can you try making it for COOP and see whats the problem , please .

Ok. Here it is. Check Readme file there are more details. This is basicly everything in my updated tutorial in an example map.

https://bzzwolfsp.googlecode.com/svn/wi … p_sage.pk3

You did not pick a good map to try. Reason you ended up with error was not your fault. It was the original scripter who had not added something basic safety measurements. The friendly ai had actions triggered from spawn without wait. It caused error. But I found it and fixed it for you. smile

115

(8 replies, posted in RTCW Coop)

I just realised, that the spawnpoint spawnflags were changed late before 0.9.5, and I was not aware of those changes. That is why there were bugs. I'll fix this for new COOP version. sad

Important! The spawnflags of the coop_spawnpoints were wrong. They were changed without imformation. They are fixed now. Sorry for this.

Also dumpcoopspawnpoint dumps wrong spawnflags value. You need to fix it manually in .ENTS file. Updated this in tutorial.

117

(17 replies, posted in RTCW Coop)

Did these cvars make it to SVN?

118

(30 replies, posted in Bug reports)

I can tell you it is a missing model. I need to know path and model name. Not much else can help. Still my guess is a missing pk3. Or then the code must be checked if it selects ramdomly between some models and one is missing. But I suppose I would have seen it or it would be reported more often.

119

(30 replies, posted in Bug reports)

jurajkatalinic wrote:

What about this BUG ?

PunBB bbcode test

I do not get the bug with those red/green/blue arrows. Please check that you have all needed packs. Also please open console and take screenshot of it. And Please tell me what is exploding, the zombie?

120

(2 replies, posted in Bug reports)

Hmm. Afaik you are the first one to encounter such a problem. Can you provide us more info? Have you tried to bind it to a different key?

121

(4 replies, posted in RTCW Coop)

Merry Christmas aand a Coopful New year! smile

122

(4 replies, posted in RTCW Coop)

Yes nothing really stops from remaking them. But skipcutscenes would have to be a servers decision. All players would view it or not view it.  Then it only would need a cvar check in map script selecting if we need to run cutscene or nocutscene trigger. We already have all the tools so it would not be that hard really.

123

(4 replies, posted in RTCW Coop)

Yes, skipcutscenes did not work so well, because some of the scripts that are run in the cutscene would be run ingame. So the AI's would keep playing the custcene routines when the game starts. That's why they had to be totally removed from the script.

Should you not give me the coop files?

What is in the ERROR text?

You should have script, see nr 11. Otherwise your player starting script might fail in AI script. AI script gets started from script_multiplayer.

Maybe you should send me the files to check it out? Am running out of ideas.