OpenCoop is a cooperative multiplayer modification for Doom³. Up to 4 Players can fight over Lan or Internet the Id Software campaing, the Addon "Ressurection Of Evil" or one of 42 custommaps as InHell or ClassicDoom for example. You can customise you playermodel with 13 individual heads and tint your amor over a colorslider. Every player can pick up weapons and armor once. Collected health from medpacks or heathstations goes into a heathpool, where you take HP from when respawning after dying. The AI got tweaked to act smarter with multiply attackers and the strength scales depending on the number of players. In "Hellwave" gametype you fight against waves of monsters on the original DM maps or on one of 3 new custommaps.
OpenCoop Tutorial 3
Posted by Klonsemann on Feb 19th, 2008 digg this super bookmark
Basic Mapping/Technical.
here is our list of new and changed entities for OpenCoop:
The only new entity is the info_player_coop. Following entities have
changed: info_player_start, info_player_deathmatch,
info_player_teleport, moveable_explodingbarrel and worldspawn
info_player_coop, info_player_start and info_player_deathmatch: They all have similiar new properties. First of all the entities are gametype depend:
All
spawnpoints may now be enabled/disabled by using the script commands
enable() and disable(). We will have a tutorial up later to point out
how this works exactly. A spawnpoint can be disabled by default using
the Key/Value Pair "start_off" "1".
info_player_teleport: Another very
usefull addition has been added to the teleporter. The OpenCoop
teleporter allows teleporting several players at once. The concept is
simple: You just create a teleporter like you would do in normal
singleplayer. For coop you just add other teleporters as a target from
the original teleporter you build. The more target teleporters you add,
the more players will be teleported. The activating player will always
be placed on the initial "singleplayer" teleporter and the other player
will be placed at the target teleporters. We will cover this by an
extra tutorial.
moveable_explodingbarrel: For the
barrel we just added a triggerFirst Key/Value Pair. It works exactly
like the trigger entities now. So if you shoot at a triggerFirst barrel
that has not been triggered yet, it will burn forever. If triggered
now, it will explode.
worldspawn: The key "no_Cheats" has
been added. When set to "1", cheats are disabled completely for this
map. Even the server administrator can't enable them.
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can you putt screenshots and make them downloadable?