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Posted

Is it possible to edit the SP campaigns to be playable in MP? I don't see why not. I have no exp with the editor, but we can open those missions in the editor, right? So why can't we just add more playable slots?

 

if it's technically possible ill do it and post it.

Posted

Why hasn't anyone done that? It seems like the 1st thing I would do as a mission maker would be to upload an MP version of the SP campaigns.

 

Or have they?

Posted

Well i'll get on that then - I have no experience with the editor but I can't imagine its difficult to just change the settings of the 2nd plane so its playable or add 2 more ships in addition

 

Do you know if its possible for it to be a REAL campaign? i.e. automatically logging what's going on.

 

Is there anyway for the mission to query a DB/read a file of anysort?

Posted
I think the way to approach it would be to set the "Player" Aircraft to "Client" and do a few CRTL-C and CTRL -V copy and pastes. You may have to edit callsigns and the like though.

 

Nate

 

Sounds easy. I will work on it over the week.

Posted
I think the way to approach it would be to set the "Player" Aircraft to "Client" and do a few CRTL-C and CTRL -V copy and pastes. You may have to edit callsigns and the like though.

 

Nate

 

Unnecessary to change Player to Client. Players are already clients in multiplayer.

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Posted (edited)
I meant if converting a Singleplayer mission with a "Player" flight, for use in MP.

 

Nate

 

I know what you meant, maybe I need to state it more clearly?

 

It's unnecessary to change a aircraft of skill level "Player" to to an aircraft of skill level "Client". The game engine automatically turns the "Player" aircraft into a joinable (or, as the devs call it, "humanable"), multiplayer slot in multiplayer. In fact, that's probably the wrong way of looking at it. The "Player" aircraft is just a special humanable unit that is the specified slot you will join into if you run the mission in single player. In all other aspects, the "Player" unit is identical to a "Client" unit.

 

Load up any single player mission in multiplayer, and you will always have one slot (assuming the mission has a "Player" slot).

Edited by Speed

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Posted
I know, maybe I need to state it more clearly?

 

It's unnecessary to change a aircraft of skill level "Player" to to an aircraft of skill level "Client". "Player" aircraft automatically are considered "Client" aircraft in multiplayer.

 

Load up any single player mission in multiplayer, and you will always have one slot (assuming the mission has a "Player" slot).

 

Ah I see, didn't know that, but can you copy and paste Multiple Player Flights ok in the ME?

 

Nate

Posted
Ah I see, didn't know that, but can you copy and paste Multiple Player Flights ok in the ME?

 

Nate

 

You should be able to. Every time a new "Player" aircraft is specified, the previous "Player" aircraft gets turned into an AI, with a default skill level of "High", I believe. This is what fueled that misconception that "Player" aircraft get turned into AI aircraft in multiplayer.

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Posted (edited)

Have Devil's Cross mission 1 open

 

I can't edit the wingman to client or player. It appears that I can't have client wingmen, but I can create a new flight and the flight leads can be players. I am probably using the editor wrong, any tips?

 

 

reference:

 

wtfm8s.png

Edited by tyrspawn
Posted

Ok so I have been informed by a friend that you have to make multiple groups in order to have multiple players because the wingmen cant be humans.

Posted
Ok so I have been informed by a friend that you have to make multiple groups in order to have multiple players because the wingmen cant be humans.

 

That is correct, unfortunately. It's a deeply-embedded limitation in the game code. I have a feeling that we won't be seeing this change till the next module, at the very earliest.

 

However, multiplayer clients CAN in fact have AI wingman- be advised though, I have seen considerable evidence to suggest that using AI wingman in your multiplayer missions leads to game frequently locking up while running your mission (an infinite loop error). Specifically it seems to happen when the AI wingmen of a multiplayer client or host spawn or die. I have a feeling that making sure multiplayer AI wingmen work flawlessly is not very high on ED's priority list (for obvious and valid reasons).

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