tyrspawn Posted November 7, 2011 Posted November 7, 2011 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.
Jona33 Posted November 7, 2011 Posted November 7, 2011 Yeah that works. Always remember. I don't have a clue what I'm doing
tyrspawn Posted November 7, 2011 Author Posted November 7, 2011 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?
Nate--IRL-- Posted November 7, 2011 Posted November 7, 2011 Don't think any body considered it before, because it would have been a pain the rear to do. However, now with the Copy and Paste function in the mission editor it should be much easier to do. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
tyrspawn Posted November 7, 2011 Author Posted November 7, 2011 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?
Nate--IRL-- Posted November 7, 2011 Posted November 7, 2011 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 Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
tyrspawn Posted November 7, 2011 Author Posted November 7, 2011 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.
Speed Posted November 7, 2011 Posted November 7, 2011 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. Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
Nate--IRL-- Posted November 7, 2011 Posted November 7, 2011 Unnecessary to change Player to Client. Players are already clients in multiplayer. I meant if converting a Singleplayer mission with a "Player" flight, for use in MP. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
Speed Posted November 7, 2011 Posted November 7, 2011 (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 November 7, 2011 by Speed Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
Nate--IRL-- Posted November 7, 2011 Posted November 7, 2011 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 Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
Speed Posted November 7, 2011 Posted November 7, 2011 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. Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
tyrspawn Posted November 7, 2011 Author Posted November 7, 2011 (edited) Sounds like the equivalent of "playable" versus "player" units in arma 2. Edited November 7, 2011 by tyrspawn
tyrspawn Posted November 8, 2011 Author Posted November 8, 2011 (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: Edited November 8, 2011 by tyrspawn
tyrspawn Posted November 8, 2011 Author Posted November 8, 2011 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.
Speed Posted November 8, 2011 Posted November 8, 2011 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). Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
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