Recently I've came back to Fallout Tactics and stumbled
upon this map.
http://www.nma-fallout.com/forum/dload.php?action=file&file_id=503
Well, I wanted to play against my bro on two PCs but he's not a big fan of deathmatch, so we were looking for Cooperative maps. Most of them were pseudo-coop, where one player got to control a lot of 'mobs' against small teams of other players but this map is different. It allowed us to play against the AI(!) Apparently there's was some lag after a time and the game lacked synchronization (my bro saw something else on his PC than me). I would guess that was due to the size of the map. Unfortunately, the original authors did not leave any tutorial on how to make this stuff work, I was tinkering with it just now...
I'd like to give my thanks to the authors of the 'Oascele' map. I really hope this works with other maps.
Well, I'll show it step by step. I've tried to reproduce the effect
on mission 3 map (raider camp). I haven't tested this yet with
other players(not sure if the factions are set right) but I'll surely
do so tomorrow.
Firstly, you will need to extract your Entities_0.bos with WinRaR to Fallout Tactics\Core\Entities.
Now, for the proper map editing.
Step1:
Extract any singleplayer mission (by opening any of the mis-core_X.bos files with WinRar), copy it (example: core\campaigns\missions\core\mission03.mis) to any multiplayer mission directory you want (example: Fallout Tactics\core\mission\cooperative\). Open it with the Fallout mission editor and click on the 'level' tab in the main window:
Set the maximum number of players (determine it by opening the teams tab just to see how many available slots there are). Game type should be set to 'normal game' or whatever it is in the English version of FOT.
Step 2.
Disable all non-player teams as playable in multiplayer and set the remaining ones to MP Enabled. Name them BOS 1, 2, 3, etc. Note: Do not change the existing factions (teams) unless you want one of the players to have a team consisting of one of the factions. You also have to check the relations right so that players won't attack each other with aggressive mode one (not sure if I set that right on the picture, gonna test it tomorrow).
Step 3.
Go to the 'player...' menu and change the Name from Human to BOS (probably not that necessary but I'm just doing the way it was in that map) and set the number to the exact number of BOS 1 from the 'teams...' menu.
Step 4.
Find where the singleplayer spawner is on the map and delete it by going to the 'entity edit' tab, l-clicking on it and pressing ctrl+x. Now, go to 'entities' tab->misc->spawnteam and place as many team spawners as the maximum number of players is.
Now, again go to entity edit tab and click on the spawner. Now, scroll the menu down a bit to see the 'desiredTeam' field. Enter the number of the BOS team you assign to each spawner.
Example:
-Click on one spawner: set desiredTeam to 1 (which is team BOS 1
if you look at the teams window in the 'level' tab).
- Team BOS 2 is number '7' in the 'teams...' menu in 'level' tab, so click on another spawner and enter 7.
Now Save your changes, and you should be able to play with
your friend against the AI. There's still the 'lag' problem but it
should be minimized if you play FoT on LAN and on small maps.
Disabling some AI waypoints could also minimize the problem...
If anyone's interested in testing this further please post in here.
EDIT: Well, after a little more testing it occurs that the map lacks synchronization with the 'normal game' playmode enabled in the editor, however if I change the game type, all singleplayer flags are rendered invalid (or ignored), bandits attack the prisioners in their camp and kill them, and team BOS2 is hostile towards BOS 1. We discovered that synchronization was not working properly by shooting at each other and telling how much damage did we deal. The numbers varied greatly with the singleplayer game type chosen, however they were OK if any other multiplayer game type Has anyone got any idea how to enable multiplayer synchronization for a 'normal game mode' map?
EDIT2: I see this is old news, oh well. Sorry, I did use the search button, still I missed requiem-for-a-starfury's reply in one of the coop topics. Closing this thing won't hurt.
upon this map.
http://www.nma-fallout.com/forum/dload.php?action=file&file_id=503
Well, I wanted to play against my bro on two PCs but he's not a big fan of deathmatch, so we were looking for Cooperative maps. Most of them were pseudo-coop, where one player got to control a lot of 'mobs' against small teams of other players but this map is different. It allowed us to play against the AI(!) Apparently there's was some lag after a time and the game lacked synchronization (my bro saw something else on his PC than me). I would guess that was due to the size of the map. Unfortunately, the original authors did not leave any tutorial on how to make this stuff work, I was tinkering with it just now...
I'd like to give my thanks to the authors of the 'Oascele' map. I really hope this works with other maps.
Well, I'll show it step by step. I've tried to reproduce the effect
on mission 3 map (raider camp). I haven't tested this yet with
other players(not sure if the factions are set right) but I'll surely
do so tomorrow.
Firstly, you will need to extract your Entities_0.bos with WinRaR to Fallout Tactics\Core\Entities.
Now, for the proper map editing.
Step1:
Extract any singleplayer mission (by opening any of the mis-core_X.bos files with WinRar), copy it (example: core\campaigns\missions\core\mission03.mis) to any multiplayer mission directory you want (example: Fallout Tactics\core\mission\cooperative\). Open it with the Fallout mission editor and click on the 'level' tab in the main window:
Set the maximum number of players (determine it by opening the teams tab just to see how many available slots there are). Game type should be set to 'normal game' or whatever it is in the English version of FOT.
Step 2.
Disable all non-player teams as playable in multiplayer and set the remaining ones to MP Enabled. Name them BOS 1, 2, 3, etc. Note: Do not change the existing factions (teams) unless you want one of the players to have a team consisting of one of the factions. You also have to check the relations right so that players won't attack each other with aggressive mode one (not sure if I set that right on the picture, gonna test it tomorrow).
Step 3.
Go to the 'player...' menu and change the Name from Human to BOS (probably not that necessary but I'm just doing the way it was in that map) and set the number to the exact number of BOS 1 from the 'teams...' menu.
Step 4.
Find where the singleplayer spawner is on the map and delete it by going to the 'entity edit' tab, l-clicking on it and pressing ctrl+x. Now, go to 'entities' tab->misc->spawnteam and place as many team spawners as the maximum number of players is.
Now, again go to entity edit tab and click on the spawner. Now, scroll the menu down a bit to see the 'desiredTeam' field. Enter the number of the BOS team you assign to each spawner.
Example:
-Click on one spawner: set desiredTeam to 1 (which is team BOS 1
if you look at the teams window in the 'level' tab).
- Team BOS 2 is number '7' in the 'teams...' menu in 'level' tab, so click on another spawner and enter 7.
Now Save your changes, and you should be able to play with
your friend against the AI. There's still the 'lag' problem but it
should be minimized if you play FoT on LAN and on small maps.
Disabling some AI waypoints could also minimize the problem...
If anyone's interested in testing this further please post in here.
EDIT: Well, after a little more testing it occurs that the map lacks synchronization with the 'normal game' playmode enabled in the editor, however if I change the game type, all singleplayer flags are rendered invalid (or ignored), bandits attack the prisioners in their camp and kill them, and team BOS2 is hostile towards BOS 1. We discovered that synchronization was not working properly by shooting at each other and telling how much damage did we deal. The numbers varied greatly with the singleplayer game type chosen, however they were OK if any other multiplayer game type Has anyone got any idea how to enable multiplayer synchronization for a 'normal game mode' map?
EDIT2: I see this is old news, oh well. Sorry, I did use the search button, still I missed requiem-for-a-starfury's reply in one of the coop topics. Closing this thing won't hurt.