quick fix for 3 mp stock maps. fixed AI spawn issue for mp_monkeybay,mp_monkeybay_n, and mp_surf.
Assault Coop Mod is all about co-op! Each map will include save points, objectives, events, and even a mini-storyline to it. Players will be able to make tactical plans to take out enemy strongholds. You will fight to complete the mission along with your friends and along with some AI allies. Coop mappers can customize their maps with over 20+ custom/edited triggers. Survival, Waves, Campaign, Escort, Tower Defense style maps? Yes they can be made in Far Cry with Assault Coop Mod
So far its just myself(flameknight7). I am recruiting people to join the team!
If you'd like to turn your map into co-op style for this mod, plz inform me.
recruiting members to join the modding team. let us expand the co-op of farcry :D
for suggestions, questions, and so on
e-mail me at JackieSiuDigital@gmail.com
-completely redid all scripts
-remove over 200+ unnessary scripts
-updated to work with dedicated servers
-client can hear idle/death AI sounds
-added team spawn points
-added medictool/scouttool pickups
-added notify text for keycards
-upddated creature generator
-add custom creature generators
-added custom triggers - custom triggers work on dedicated servers
-added preset AI behavior scripts for creature gen
-add custom AI characters
-only coop gamemode
-customize color and character select for coop gamemode
-updated prox/proxKey triggers
-better zoom focus
-flashbangs work with AI in mp
-cleared out class registery
-added friendfire for speices
-AI melee works on dedicated servers
-update currentMission for custom HUD messages
-helmets/shields/lights are synced with clients
-new AI multi behavior for easier mapping/setting up patrols
-added price/shen weapon pack
-music mood works for clients
-AI mission paths (AI defined path for an objective)
-included house,city,graveyard,road,vegetation, etc model packs
-updated zombie behavior
-3 adjustable difficulties. newbie, amateur, and realistic
-scouttool can be used as landmine
-single fire mode for weapons
-updated sound scripts for weapons
-added admin spawn command to spawn chosen entity script
-added AI wave entity
-added admin AI wave set up commands
-AI wave setup for creating server
-added respawn ticket system
-added toggle on/off for ticket system and reinforcement time
-added admin ticket commands
-added player/AI counter and tickets on hud
-added show AI on radar command
-added sound signal command (useful for mission text)
-sound player/ sound event custom entities sync with client
-compass feature (see AI on radar)
-added bomb entity
-added multiply signal entity
-spawn generator random spawn point option
-updated hit flesh particle effects
-added player model change entity
-admin spawn entity go to all player positions
-added projectile mortar entity
-updated creature generator - up to 5 models can be spawned randomly
-updated zombie generator - up to 10 models can be spawned randomly
-added 4 preset texture mercenaries for each mercenary type
-added gr_crosshair option
-added total AI kills to scoreboard
-automatic doors work on dedicated server
-delay trigger work on dedicated server
-updated creature generator- added random up to 3 AI character and 3 weapon-pack
-area trigger work on dedicated server
-flying fox work on dedicated server
-added waveGenerator entity
-added score trigger
campaign maps to campaign coop:
*note: each map has to converted
*work to do: player spawning, AI spawning, hidden weapons, reinforcements, sound adjustment, optimizing, balancing, testing, debugging, mission objectives
*great level for players to mess around and decide what available coop maps to play.
work to do:
-scripting -complete 99%
-mapping -10/20 maps farcry campaign 60%
-all original stock maps modified for coop
-object package - complete 99%
for more progress and updates check out
Assault Coop is nearing its completion with more bug-fixes and additions each coming moment. Campaign coop will be featured in the first release of Assault Coop v3.0. Also, there is a new implemented random spawn system that turns each experience to a new one.
Campaign Coop will change the original far cry single campaign to work for coop. In Assault Coop the campaign maps have random number, position, and behavior of the AI so that each play through won't always be the same. Players can expect a much more difficult campaign with stealthy snipers, greater number of AI, fierce gunfire, and even hidden item spawns.
Here is recent game play footage of a original map and convert to coop.
The updated random spawn system allows easier and faster map setup. Mappers can complete AI setup much quicker, allow players to have a different experience, and give more re-playability to the maps.
Here is another video of gameplay with ZOMBIES :D The setup time for the zombie waves was around 5 minutes and you can achieve some fun results.
More updates include additional pre-textured models and improved blood particle effects. They are added to give much more variety to the enemies. No more seeing the same 10 models like in the previous versions. With the updated spawn generators, mappers can choose a much wider variety of mercenaries to face the players. Also, who doesn't want more blood when killing the bad guys?
Custom maps by me(Flameknight7) will be in the release and shall include the .cry files so coop mappers will able to use them as reference. In case if you missed it, here are several shots of custom maps.
The release of Assault Coop v3.0 will include:
- Campaign Coop (yes all 20 original maps for coop)
- FFA/TDM maps - wave game mode (waves of enemies spawn)
- ASSAULT maps - coop game mode (clear out the bases)
- ASSAULT PX maps - defense game mode (defend the flag from enemy capture)
- custom maps
- custom model packs
- Flameknight7's Assault Coop mappers guide
- a whole bunch of other features and bug-fixes that can't fit here
I'm (Flameknight7 aka Jackie Siu) the only person working on this mod.
If you would like to contribute, help, give suggestions, have questions, and so on just drop me an e-mail at firstname.lastname@example.org