[solved] PvP scenario scripting.

This is the place to share custom user maps, scenarios, and campaigns.
User avatar
Siapran
Inserter
Inserter
Posts: 22
Joined: Fri Aug 21, 2015 7:43 am
Contact:

[solved] PvP scenario scripting.

Post by Siapran »

I've encountered a recurring problem when playing multiplayer with friends on co-op.
We're never able to agree on setup decisions and other trivial stuff, and we keep fighting over who gets to design which part of the base.

In order to solve this problem, I decided to create a custom scenario with four distinct forces and a carefully crafted map.
Fighting each other isn't mandatory, and I'd like to see the different forces co-operate a bit.

Here is a sneak peek of what the map looks like:
Screenshots
So as you might have guessed from the screenshots, the players are dropped in the ruins of previous settlers, in four different spawn locations.
I'll make the map available when it's done.

However, there are a few things I do not know how to achieve:
  • When a player opens a chest on the spawn island, I want them to be teleported to the respective spawn.
  • I want to be able to set spawns for different forces from the map editor.
Can anyone help me make those things possible.
Last edited by Siapran on Sun Mar 06, 2016 3:10 pm, edited 1 time in total.
User avatar
Siapran
Inserter
Inserter
Posts: 22
Joined: Fri Aug 21, 2015 7:43 am
Contact:

Re: [Help needed] PvP scenario scripting.

Post by Siapran »

Ok I solved the two problems myself in the meantime:
Screenshots
However, another problem arose:
Screenshots
The entities I spawned from the editor are hostile to the factions I created.
How can I solve this?
User avatar
Siapran
Inserter
Inserter
Posts: 22
Joined: Fri Aug 21, 2015 7:43 am
Contact:

Re: [Help needed] PvP scenario scripting.

Post by Siapran »

Solved, changed the force of every player entity to "neutral"

EDIT: currently adding diplomacy menu.
Post Reply

Return to “Maps and Scenarios”