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ForumsJedi Knight and Mysteries of the Sith Editing Forum → Making a single player level deathmatch
Making a single player level deathmatch
2001-05-22, 7:09 PM #1
I made the mistake of designing my last level as a single player. About halfway through, I realized my error. Now I'm trying to fix it, but I just can't seem to convince it that I want tt to be deathmatch. I tried re-generating the startup cog, but whenever I load the goo as a multiplayer level, it starts you out with no force powers, just as if you were on a single-player level. It gives me a message about there being duplicate startup files: startup_fftest.cog and cog/fftest_startup (I think that's the filenames anyway). The second path, however, doesn't even exist in my project directory at all.

I also tried just changing level type to 2, or even 16, but that doesn't do anything at all.

I've put a lot of time into this level, and I'd really like to get it to work properly. Right now, I'm faced with just scrapping it completely if I can't get it to work as a multiplayer level. Anybody's help would be very greatly appreciated.

Thanks,

Jason
2001-05-23, 4:14 AM #2
Are there enimies in this SP level? 'Cause you need special COGs to run enimies in MP. Try deleting the enimies.

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"I am Murray, the all powerful demonic skull, BWAHAHAHAHAHA!"-Murray
Viva la Monkey Island!
"I am Murray, the all powerful demonic skull, BWAHAHAHAHAHA!"-Murray
Viva la Monkey Island!
2001-05-23, 8:03 AM #3
Hmm...okay, I'll try that. I did put in a couple of scenery creatures. Do you know where I can get the appropriate cogs to do that with?

Quote:
<font face="Verdana, Arial" size="2">Originally posted by DemonicMurray1:
Are there enimies in this SP level? 'Cause you need special COGs to run enimies in MP. Try deleting the enimies.

</font>

2001-05-23, 9:05 AM #4
There should be one in the cog section right here at massassi.
Gravity isn't MY fault--I voted for velcro.
2001-05-23, 12:27 PM #5
Here's what you need to do.

1. Get rid of the startup cog(s). Delete them NOW. MP levels generally don't use startup cogs. Make sure you also remove them from the placed cogs list (F7 in Jed).

2. Change it to multiplayer in the episode editor. Make sure you hit the update button before you tell it to save or exit the episode editor. I'll bet that's why it didn't take before.

3. Ai's were never intended to be in mp levels. As a result if you put them in (by the way you have to use a generator cog to place them, not just sticking them in the level like sp) you might have it in one place on the host's machine but somewhere else on the client's machine. They can even be alive on one and dead on the other! If they are just in the background for scenery it should not be a problem. If they are attacking/interacting with the players you need to use the ai synch cog. Both the AI Sycn and Generator cogs are available in Massassi's download section.

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