Quote:
Quake2 cooperative feels like you are playing singleplayer with half-items and half-enemies
It is possible to create xmlrules files with additional items and enemies, depending the number of players in the game.
There is a special keyword used in xmlrules files for that :
[random_1_player_20] is converted into 20 x number of players (from 20 for 1 player to 80 for 4)
It can be used into <switch random> tag.
Sample : 20% chance of adding a gunner if 1 player, 80% if 4 players
Code:
<switch random="100">
<case random="[random_1_player_20]">
<entity>
{ "classname" "monster_gunner" "origin" "520 -1728 24" "angle" "180" "spawnflags" "1" }
</entity>
</case>
</switch>
It is already used for additional monsters in
base2.
The health point of each monster proportional to player number seem to be a good idea. A mix of most HP and more monster could be ideal.
I'm not very enjoyed in changing the speed of the player.
I also don't really want to force players to play near. There is a HUD with direction and distance for helping.
Except the merge of the worlserver database with the user-list of the future coopordie forum, I don't planning a lot of work on the coopordie Quake2 mod. I have already started to work on a little tremulous mod...