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Post by AncientxFreako on Feb 2, 2017 10:08:19 GMT
Taking a break from skins, getting back to some good ol fashioned 'Mech3 modding... How does targetable objectives in multiplayer sound? Each team has a handful of environmental targets to defend, and when an objective gets destroyed the suicide death is triggered. Double jeopardy! Possibly the WHOLE team dies LOL. Haven't tested it yet, but based on the point of view of the files everyone dies. I'm not doing it like Finnegan did his Team maps, I'm still not sure how he did that, but there's another way to group teams in the files and we'll see if it works out. Worst comes to worse teams can use the honor system  New Attack/Defend scenario multiplayer map, coming soon...stay tuned.
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Post by infinitefire on Feb 2, 2017 18:35:53 GMT
Interesting, it would be fun to have that kind of cooperative gameplay in mw3
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Post by StoneWall on Feb 3, 2017 0:43:28 GMT
It would be fun to make that mistake and kill everyone. *evil Mech grin*
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Post by AncientxFreako on Feb 3, 2017 13:03:50 GMT
Update: Actually I believe I WILL be doing the team separation the way Finnegan did his Team map utility, only I'll do it with 2 slightly different installs of the same map, where I believe he used a custom utility to make the background changes to each team's mission files.
Anyway, the first of these types of multiplayer missions is going to take place on the Durgan city and Pyramids areas, using the c3 world instant action map for the radar map. I tried making a custom map and had it all plotted correctly for its proper location and it showed both the pyramids and most of durgan, but the game would NOT use it. Sometimes ideas get rejected by the engine, them's the breaks. So, I went with the Instant Action map.
The Scenario is this: Each team has 5 assets to defend.
Team A defends the 2 pyramids and their closest bridges, plus the bridge near the laser towers. Team B defends the 5 buildings in the corner of Durgan city.
Whole team suicide deaths will occur when your team's assets get destroyed, and the score will reflect a minus 1 kill for each suicide death. I haven't decided whether to make the death happen when all the assets are destroyed, or for each single asset. At the moment it's set to happen when they're all destroyed. With the "group" style destruction setup, each asset triggers the on board computer to say "target destroyed" when an asset is destroyed, and only for the defendable assets...adding a sense of tension to the game. If you're off somewhere away from your base and you hear "target destroyed" it means things are getting tricky and you might want to think about getting back to base.
Separating into 2 slightly different installs is how the separation of Team assets/suicides is made possible...if I set it up in one file everyone dies on both teams, which is dumb. This remains untested until I am ready to distribute the first beta. So, it might fail due to differing mission files, I don't know. I am hopeful it will work, because Finnegan's team map utility...I believe...did essentially the same thing but on a much larger scale. If this works I may at some point go back and try this on his "operation damoclese" multiplayer mission maps in conjunction with his team map utility, which is quite an interesting scenario that never really got traction back in the day. What it does is allow 4 different mission areas to be chosen by the players, with each area having team respawns, and there are multiple mfb points that are designated for each team, and if you try to use one that isn't your team's mfb you trigger the boundary suicide. I'd like to add my concept of the mission objectives to this at some point but it might not happen without his help. This project I'm doing now is basically a testing ground for these ideas.
Imagine being in a circle of death with someone and on the other side of the map someone nails your final base asset and you DIE...just as you were about to finish off your enemy!
UPDATE: It's looking promising. Both separate missions are essentially done, and all functions work online for each. The real test will be if the game will recognize two maps with the same name/number and allow the separate objectives to function. Cross your fingers. ALSO, I did manage to get the custom radar maps working, but in order to do so the download will install into separate files which, for this version, involve files that were included in the weapons mod 2.1, so it is going to be only compatible with the mod.
It's coming along. Stay tuned, this could be the coolest 'Mech3 multiplayer project ever done if it works.
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Post by subject9x on Feb 4, 2017 0:15:00 GMT
hell yeah, I've been dying for a co-op experience in any vehicle sim, esp the giant robits. 
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Post by AncientxFreako on Feb 4, 2017 14:10:51 GMT
Well get yer rig running with 'Mech3 buddy 'cause it's comin' along!
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Post by AncientxFreako on Feb 4, 2017 14:11:22 GMT
I'm gonna need testers...as many as I can get.
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Post by subject9x on Feb 4, 2017 15:21:03 GMT
I just built my new computer over this past week  wheres the documentation to get MW3 running on win10? 
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Post by AncientxFreako on Feb 5, 2017 13:52:34 GMT
try this: https://www.reddit.com/r/mechwarrior/comments/5jec72/how_to_run_old_mechwarrior_games_on_windows_10_78/
Also if you scroll down I'm sure you'll find plenty of other fixes. Stonewall and some others have been posting stuff for months now in that reddit, as well as here in these forums.
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Post by StoneWall on Feb 5, 2017 15:50:44 GMT
With the first case, the deaths at the end would mark the end of the game? In the second case, when a single asset is destroyed, the teams will have to run back and reposition. Maybe you are looking at having a toggle for this? May not be able to include that in a working version. Without testing it, I am leaning towards suicide with every asset destroyed, but I could change that opinion.
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Post by AncientxFreako on Feb 5, 2017 17:03:34 GMT
I like the "all assets" idea because it adds a sense of competition to the game and a sense of desperation. I think it will make players want to defend that much more. Knowing that even if 1 or 2 assets are gone there's still a chance to save the rest might be an interesting motivation. If they were separate, sure it would set up interesting scenarios, but it's still basically just a simple race to the finish line. But say you get killed defending your base, well, the interesting scenario is that you respawn near the base and get a healthy mech to go finish off the guy who just killed you...who's probably pretty damaged. On the other side of the coin you could end up being that guy. Those scenarios are going to happen regardless. I still think it'll be more interesting to have the whole group of assets trigger the death.
And no, it's not game over, the multiplayer options chosen by the host still stand.
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Post by StoneWall on Feb 5, 2017 17:49:37 GMT
I like the "all assets" idea because it adds a sense of competition to the game and a sense of desperation. I think it will make players want to defend that much more. Knowing that even if 1 or 2 assets are gone there's still a chance to save the rest might be an interesting motivation. If they were separate, sure it would set up interesting scenarios, but it's still basically just a simple race to the finish line. But say you get killed defending your base, well, the interesting scenario is that you respawn near the base and get a healthy mech to go finish off the guy who just killed you...who's probably pretty damaged. On the other side of the coin you could end up being that guy. Those scenarios are going to happen regardless. I still think it'll be more interesting to have the whole group of assets trigger the death. And no, it's not game over, the multiplayer options chosen by the host still stand. I agree. The All Assets scenario makes the match more strategic. Otherwise it is a race with little strat when everyone keeps respawning.
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