Please refer to 'reviews' for my Bio.
HANS, our AI-Script testing model, completly harmless, depending on his current AI-Setup :D
Nice, looking forward to it :D
Sounds great :)
Looks quite nice!
I would so like to play this, but MP2 ain't working under Win7 :(
Just Bought Interstellar Marines - Spearhead Edition €36,99 EUR.
Haven't spend that much money on a game since Elite Force II in 2003 ^^
I like it ^^
Thanks, but additional Informations are required.
Please use the contact form or send a Private Message on Moddb, since checking comments is something I rarely do when the posts are a little older.
HZM Coop Mod yes, thanks, but I think they have it well in hand here ;)
You got it ^^
We don't want to spoil to much, do we ? :P
Pretty good so far :), keep it up
Ow, I bet there are only 2 maybe 3 people on this planet that know the answer, so don't be confused ;)
But I'm confident that will change very soon...
Let me know if you have any difficulties.
There will always be players that are annoyed by something, you can not avoid it. But you have to start some where,you could also spawn that enemy with ai off or something so that players can not shoot or get shot and don't see the enemy until the enemy is ready to be killed, I'm sure you will come up with something nice :)
You could alter the mission relevant BOTS to be Immortal when spawned until they are allowed to be killed, that then can be set by script.
Spawn the relevant triggers disabled, then enable them via script when they are allowed to be triggered.
That way you minimize the combinations you have to test.
And with the scripts, ya I understand that it can be tricky to work with the limited commands you are provided by the game :(
I was speaking about the Limit of the Event Handling, set by the Game or Engine code. But I'm pretty sure now that this is not the case here. I was assuming you have been over the scripts and corrected the Singleplayer level-scripts, because that is what a Coop Mod actually does.
My suggestion would be to set triggers, variables and new functions that will trigger in the correct order so that no player can mess it up even if they intend to.
I bet you have been thinking about that already, but I would not know how you could realize it differently. Altering the existing scripts(and levels) is the only solution I can see.
Have you altered the events limit ?
Issues that appear to be random could be happening because the event limit is hit. Commands from script, triggers, ai or players are ignored at that moment, which would include also the Doors.
I meant if you have edited the level scripts for coop, so that they do differ from the original scripts used in singleplayer ?
Have you guys altered the scripts ? (escape2)
There where times...
Thanks, hope you will enjoy it :)
Thanks, let me know if you find bugs or have any issues with the mod :)
For all that have issues downloading the files from filefront (all English version downloads are broken) you can download the files alternatively from the HaZardModding website.
English full installer: Hazardmodding.chrissstrahl.de
English full ZIP: Hazardmodding.chrissstrahl.de
English client installer: Hazardmodding.chrissstrahl.de
English client ZIP: Hazardmodding.chrissstrahl.de
German Client Zip: Hazardmodding.chrissstrahl.de
German Full Zip: Hazardmodding.chrissstrahl.de
German full installer: Hazardmodding.chrissstrahl.de
German client installer: Hazardmodding.chrissstrahl.de
Thanks, most people play coop in LAN or in a private network, so it is difficult to find some one online.
I've fixed it, I will push a update now, so that it might become available on Moddb within 48 hrs. Sorry for your inconvenience.
I'll look into this, there was a last minute update to that menu just before the release, but it did seam to work.
I have tried to promote the mod on several sites, but since it says script mod it is not taken serious and gets often ignored as a minor mod. Also EF2 is not very popular so no one really bothers writing any news about it.
Thanks. Does any of you have a older version still installed ? Instructions on how to remove old versions are included in the Mod documents folder. If that problem persists or if you have any else issues with the Modification please contact me via private message, so the problems can be resolved, thank you :)
Thanks Barclay. The only things that will come now are the GBS and maybe some other maps, as well as bug-fixes for the Mod.