Take On Mars

Take On Mars

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INFIDEL Feb 9, 2017 @ 3:24am
eo_cooperative.c
I have had success with basic changes to effect different starting conditions in Multiplayer. For instance changing the suit type from Light to Medium at first spawn.

Building off of Dariusz's Mod, I've also been able to selectively adjust which ground vehicles a player will start in. (Very cool initial coding by Dariusz)

My two remaining objectives are to have astronauts spawn in the left seat rather than the right seat... or spawn in the left seat or right seat (it currently spawns to left seat only as it appears in about 10 tests). I have a faint recollection that this is specified with a "driver or pilot True/False within the eo_cooperative.c, but I can't seem to locate it.

Seat position would be nice to adjust, but my biggest problem is that when selecting "EO Coop: MDV Landing Zone" in the editor, I'm getting two supply modules polluting my scenario if the MDV is spawned.

With a ground vehicle MP start, it's unlikely that an MDV will spawn along with its accompanying 2 Unit supplydrops... but there are a couple of situations that can trigger the MDV spawn (hence the desire to delete the accompanying drops out of the .c).
Last edited by INFIDEL; Feb 9, 2017 @ 6:17am
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Showing 1-4 of 4 comments
INFIDEL Feb 9, 2017 @ 3:48am 
The problem I'm having with removal of code lines is that there are two MP Coop Game Modes:
  • EO Coop: MDV Landing Zone
  • EO Coop: Supply Drop Landing Zone

    My initial misunderstanding was that these were two different Game Modes, correct me if I'm wrong... but there is only one vanilla MP Coop Game Mode. The options above are only spawn points that can be placed on the map in the editor or if not set in the editor will use predefined spawn point values from the eo_cooperative.c.
    [Note: one of the two must be selected within the editor in order for the .scn to be a valid MP Coop scenario]

    Option 1 - So to get rid of the pesky auto spawning supply drop, I see two options... Create additional new EO Coop spawn points representing the MDV, Large Lander, and Small Lander and remove any ties to the autospawning supply drops. (desirable option, but complicated)
    or
    Option 2 - Remove all traces of EO Coop: Supply Drop Landing Zone. (I'll see if I can pull this off)

    In anycase, MP scenarios involving the sm/lg landers could give more of a Mars Express experience so it would be cool to see if option 1 could be accomplished.
INFIDEL Feb 9, 2017 @ 4:17am 
One other question, MPGM_EOMode is presumably the parent class to the classes defined in the eo_cooperative.c

Could I not create a .c called me_cooperative.c... for the purpose of loading all of the variations I envision. I prefer when mods expand options rather than replacing them. Or is the problem one where the me_cooperative.c will not be read and will therefore not be an available option in the editor spawn point drop down list? I understand that there are areas that feed directly to the engine that are not up for modification... but I'm uncertain how to determine this.
Last edited by INFIDEL; Feb 9, 2017 @ 4:18am
INFIDEL Feb 9, 2017 @ 6:16am 
Removing the supplydrop code entirely is a problem. Editor works like a charm... you now have only one EO Coop spawning option... the MDV and it seems to work.

A better option would be to nullify the supplydrop somehow... because when the MP game is launched you are in free fly camera mode with a "welcome to the ready room" message.
INFIDEL Feb 9, 2017 @ 6:57am 
How could I nullify the supply drop spawn

class SpawnPointSD_EOCoop extends SpawnPoint_Base { void OnSpawn() { SetText("EXPEDITION ONE - COOPERATIVE:|Supply Drop Landing Zone", "Selects the closest one to the MDV landing zone when the mission starts. The starting Supply Drop is spawned landing towards this point."); SetColor(0, 100, 200); } void SpawnPointSD_EOCoop(vector mat0, vector mat1, vector mat2, vector mat3, string sPtType, bool netEnt) { } }
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