Quote:
Originally Posted by Slapstick
Since a few of you have already made multiplayer maps I'm hoping that someone can answer these questions for me. I haven't found any love on the official OFP DR scripting forum.
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That reminds me, I need to PM SgtMech about his previous offer... All comments below refer to annihilation mode only (I haven't tried infiltration or co-op modes yet).
Quote:
Originally Posted by Slapstick
1. Do I have to worry about respawning players via Lua scripting or does the engine handle that for me when I place a spawn point on the map? I see the example multiplayer mission doesn't have a level.lua script.
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You don't need to worry about explicitly respawning players/AI via LUA script, the game takes care of this for you.
Near as I can tell, you don't even need to be too picky about the placement of spawn points, either; I've placed one per team in the rough vicinity of an "if all else fails" respawn location, but most of the time respawns are near existing members of your fire team, as I recall.
Quote:
Originally Posted by Slapstick
2. What is the multiplayer camera and what does it do? When do I need one and how many do I need (one in the mission, one per side, as many as I want)?
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Well, the Mission Editor help lists the multiplayer modes when the camera entity is "required", but I've encountered a number of custom missions with no camera at all (so their backgrounds, see below, are often in dodgy locations) so technically it should still work.
I've seen the camera used to display the initial view of the battlefield as a background to fire team/unit/soldier selection, but beyond that I have no idea what purpose it serves.
I've only added one camera.
Quote:
Originally Posted by Slapstick
Finally, is anyone here up for some testing?
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I think Ned was offering to organise the
testing of maps/missions...
Oh, forgot to mention in my original reply - the "Mission Image" for me was never working in the original release of the game (it worked in the Mission Editor, but not in the game itself); the Skirmish Pack/Patch has fixed that.