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Some maps have script issues which result in doors not opening. I'm working on a possible new solution for this.

Posted by fretnn on Dec 7th, 2012

Some maps have script issues which result in doors not opening. I'm working on a possible new solution for this.

One of these maps is escape2. Here's a series of screenshots which shows the new feature, let me know what you think of it.







Like it ?

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fartingstranger
fartingstranger Dec 7 2012, 5:28pm says:

make people spawn with dynamite instead

+1 vote     reply to comment
fretnn Author
fretnn Dec 8 2012, 4:45am replied:

this way people will just walk straight to that door and blow it up

+3 votes   reply to comment
LocustQ
LocustQ Dec 13 2012, 3:19pm replied:

Make random place for spawn, not only 1

+2 votes     reply to comment
fretnn Author
fretnn Dec 16 2012, 3:17pm replied:

good idea !

+2 votes   reply to comment
LordIheanacho
LordIheanacho Dec 7 2012, 9:49pm says:

Make a feature where you can make out with the sexy female sorceress NPC! ♥♥♥♥ :D

And an assassination feature

+2 votes     reply to comment
Jerkakame
Jerkakame Dec 7 2012, 11:32pm says:

Great

+3 votes     reply to comment
martincz87
martincz87 Dec 8 2012, 6:55am says:

Good idea! Crypt zombie level needs some as well if I'm not mistaken...

+3 votes     reply to comment
Chrissstrahl
Chrissstrahl Dec 8 2012, 5:20pm says:

Have you guys altered the scripts ? (escape2)

+2 votes     reply to comment
fretnn Author
fretnn Dec 9 2012, 6:32am replied:

yes, my server (named boozze) is running this modified version as a test !

+2 votes   reply to comment
Chrissstrahl
Chrissstrahl Dec 9 2012, 9:10am replied:

I meant if you have edited the level scripts for coop, so that they do differ from the original scripts used in singleplayer ?

+2 votes     reply to comment
fretnn Author
fretnn Dec 10 2012, 5:20am replied:

yes they are modified, they differ a lot from singleplayer

+2 votes   reply to comment
Chrissstrahl
Chrissstrahl Dec 10 2012, 5:32am replied:

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.

+2 votes     reply to comment
fretnn Author
fretnn Dec 10 2012, 9:15am replied:

can you point me to the correct part of the code you're talking about, as there is a lot of event type of code and I'm not sure which one you are talking about

as far as we currently know is that most 'random' stuff happens because the scripts are totally not multiplayer ready, they are written from a single player point of view, if player is 'here', somebot somewhere else cannot be killed. and these are things that happens during games, a bot gets killed while it shouldn't die yet because he first has to trigger an event

but I'm open to suggestions because the ai code is totally not multiplayer ready so there's a big chance that other stuff is also broken

+2 votes   reply to comment
Chrissstrahl
Chrissstrahl Dec 12 2012, 12:48pm replied:

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.

+2 votes     reply to comment
fretnn Author
fretnn Dec 13 2012, 5:21am replied:

we went over most of the scripts but there are still a lot of mistakes in it, the scripts are huge and sometimes complex to fix, and its even harder to test, as you need multiple players which test multiple combinations

+2 votes   reply to comment
Chrissstrahl
Chrissstrahl Dec 13 2012, 1:10pm replied:

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 :(

+2 votes     reply to comment
fretnn Author
fretnn Dec 16 2012, 3:18pm replied:

That sounds like a nice idea

on the other hand, players might be annoyed by it, but I'll think for a solution in this direction

+2 votes   reply to comment
Chrissstrahl
Chrissstrahl Dec 16 2012, 5:38pm replied:

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 :)

+2 votes     reply to comment
Exterwinator
Exterwinator Jan 13 2013, 11:35pm replied:

Chris, you did the excellent EF2 Co-op mod, yes? You guys should team up for this mod... lol

+2 votes     reply to comment
Chrissstrahl
Chrissstrahl Jan 18 2013, 6:19pm replied:

HZM Coop Mod yes, thanks, but I think they have it well in hand here ;)

+2 votes     reply to comment
Imperium56
Imperium56 Jan 20 2013, 8:27am says:

Not only Escape2, but also the first Crypt has the 'door issue'. The bridge collapses and two zombies are down there, but the door at the end of the hall isn't broken down by the two warriors who are meant to.

Both Escape2 and the 1st Crypt level are frustrating as hell with those bugs - especially as the 1st crypt level is a damn good level after that door... :(

+2 votes     reply to comment
fretnn Author
fretnn Jan 21 2013, 2:35pm replied:

I'll try to get that fixed in the next release !

+2 votes   reply to comment
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