Cairo Station Multiplayer Campaign
Cairo Station Multiplayer Campaign
Cairo Station_MPC
Just came to announce that me and shock120 are working on all maps MPC, so far we have got 9 maps working fine, two cannot be done because they are not openable in insolence to transfer the [mulg] and as a solution to this, no perfect chunk cloner so no chance of adding the [mulg] by adding chunks :/ ,
some maps may have bugs: when the incorrect bsp loads for non host, which will be fixed.
Invincibiltiy has been added, to solve the problem of Co-op spawns.
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We will be hosting on Xlink Kai:
Halo 2 > Mods And Hacks > Halo 2 Online Cooperative
Join us on xlink at 4pm according to this timezone:
http://www.timeanddate.com/worldclock/city.html?n=263
Password will be: MPC
Prepare an halo 2 copy on your HDD with clean shared and sp shared, make sure all maps are clean
and make sure you have Yelo.
I will post the patch for mainmenu and for spacestation here at 4:00pm - DC time.
Patches are small, under atleast 5MB per map.
Just came to announce that me and shock120 are working on all maps MPC, so far we have got 9 maps working fine, two cannot be done because they are not openable in insolence to transfer the [mulg] and as a solution to this, no perfect chunk cloner so no chance of adding the [mulg] by adding chunks :/ ,
some maps may have bugs: when the incorrect bsp loads for non host, which will be fixed.
Invincibiltiy has been added, to solve the problem of Co-op spawns.
__________________________________________________________________________________________________________
We will be hosting on Xlink Kai:
Halo 2 > Mods And Hacks > Halo 2 Online Cooperative
Join us on xlink at 4pm according to this timezone:
http://www.timeanddate.com/worldclock/city.html?n=263
Password will be: MPC
Prepare an halo 2 copy on your HDD with clean shared and sp shared, make sure all maps are clean
and make sure you have Yelo.
I will post the patch for mainmenu and for spacestation here at 4:00pm - DC time.
Patches are small, under atleast 5MB per map.
- Attachments
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- CSmpc.rar
- patch for spacesation
- (2.17 MiB) Downloaded 64 times
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- mainmenu.rar
- (80.62 KiB) Downloaded 61 times
- JacksonCougAr
- Posts: 2333
- Joined: Fri Jan 12, 2007 1:56 pm
- Location: Canada
- Contact:
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- CaptainPoopface
- Posts: 408
- Joined: Mon Jul 23, 2007 7:56 am
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Couldn't you add some teleporters for respawn-like purposes? For example, there could be 4 "checkpoints" in the map, and four teleporters positioned next to each other at the beginning where everyone spawns. They could each be sealed off by a mach. When you reach the checkpoint in the map, you push a switch that opens that teleporter, so when players die, they can teleport to the farthest checkpoint that has been reached. (Four is just the number I chose off the top of my head. You could add as many checkpoints as you want, and players would know to simply enter the most recently opened teleporter to get back in the action.)
I know Neodos knows how to do this.
I know Neodos knows how to do this.
Retired. Thank you neodos, DemonicSandwich, DarkShallFall, Dragonfire, foxfanatic2317, GOWO and everyone in the hall of fame.
If you want to know how I did something, take apart my mods.
If you want to know how I did something, take apart my mods.
Can't add or clone any chunk or reflexive on scnr, seems like entity can't handle SP sncr or something, so impossible to add objectives for teleporters :/
And the problem is the player that dies will spawn outside the BSP anyway which means he doesn't physicaly spawn so can't move neither take a teleporter.
And the problem is the player that dies will spawn outside the BSP anyway which means he doesn't physicaly spawn so can't move neither take a teleporter.
It's most likely a bad plugin. Most plugins have some unused offsets or labels in them that mess the map up while cloning. Trust me, it gives me a lot of trouble.neodos wrote:Can't add or clone any chunk or reflexive on scnr, seems like entity can't handle SP sncr or something, so impossible to add objectives for teleporters :/

<struct name="Player Starting Locations" offset="256" visible="True"
<short name="BSP Index" offset="18" reflexiveoffset="528" reflexivesize="68" itemoffset="16" itemtype="ident" layer="root" visible="True" />
you just need at least 1 PSL per bsp
<short name="BSP Index" offset="18" reflexiveoffset="528" reflexivesize="68" itemoffset="16" itemtype="ident" layer="root" visible="True" />
you just need at least 1 PSL per bsp

Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
I tried adding spawns but it just fuxxores the mapxzodia wrote:<struct name="Player Starting Locations" offset="256" visible="True"
<short name="BSP Index" offset="18" reflexiveoffset="528" reflexivesize="68" itemoffset="16" itemtype="ident" layer="root" visible="True" />
you just need at least 1 PSL per bsp

neodos is right, there isn't a program that can handle an sp scnr.
but when using the spawns already there, the bsp 1st bsp doesn't start 1st
Last edited by Shock120 on Fri May 16, 2008 8:02 am, edited 1 time in total.
Shock120 on XLink & XBC
entity's faultz, just replace the unused values in the plugin and it should workShock120 wrote:I tried adding spawns but it just fuxxores the map![]()
neodos is right, there isn't a program that can handle an sp scnr.

Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
- latinomodder
- Posts: 1040
- Joined: Tue Sep 20, 2005 5:51 pm
- Location: Costa Rica
have you guys tried scripting a trigger volume, that is where you spawn, as you move through the map it spawns it in the nearest location?
I never tried messing with integers in h2 scripts, and I never knew if it actually work, but make it that if the players approach a trigger volume add a one to the equation, and if the equation equals lets say 3, it will teleport the player to the nearest checkpoint...
I never tried messing with integers in h2 scripts, and I never knew if it actually work, but make it that if the players approach a trigger volume add a one to the equation, and if the equation equals lets say 3, it will teleport the player to the nearest checkpoint...

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oook
Can you choose the level of difficulty? like legendary? then everyone will respawn when someone dies at the same checkpoint. Never played it.. and I dont have internet at home.. so I can only admire from afar
- NotZachary82
- Posts: 644
- Joined: Sun Oct 28, 2007 9:15 am
- Location: TX, USA
Re: oook
Sadly, that won't work, seeing as this will be loaded via the MP menu, not SP.vicviper74 wrote:Can you choose the level of difficulty? like legendary? then everyone will respawn when someone dies at the same checkpoint. Never played it.. and I dont have internet at home.. so I can only admire from afar