To plan the Coop mod I compiled a list with global scripts for AA+BT.
The files and functions listed will make problems or are very likely to make problems.
So I could use some input if you have expiriance with them.
I will try to make a list of commands of which I suspect multiplayer incompatibility.
Any input regarding that matter could be very valuable and could save some time to test them out.
PHP Code:
Functions to upgrade:
===========globals/MP_Boat_level_weather.scr
playersoundorg:
===========globals/welder.scr
checkWelder:
weldinginterrupt:
===========globals/turret.scr
gunner_think:
turret_think local.type local.trigger local.aim local.bomb local.bombtrigger:
nebel_owner:
bombtrigger local.bomb local.bombtrigger:
fire_turret local.aim:
flak88_start local.type:
===========globals/throbtext.scr
does it work in mp , for all players?
===========globals/squad.scr
join_squad local.whose_squad:
===========globals/MaintainCamera.scr
StartMaintainCamera local.vehicle:
===========globals/lib_cinematics.scr
DoAlliesWin:
DoAxisWin:
===========globals/hoveringplane.scr
PickRandomFlyPoint local.maxdist:
PickRandomMidFlyPoint:
HoveringPlaneFly local.startpath:
===========globals/vehicles_thinkers.scr
player_tank_health:
playertank_pain:
PLAYER_JEEP_CONTROLLER local.trigger:
truck_killed local.type:
tank_guy_spawn local.type local.name:
===========globals/weather.scr
thunder:
playersoundorg:
===========globals/wrenching.scr.scr
wrenchinginterupt:
===========globals/reanimator.scr
ControllerOriginThread:
===========globals/parade.scr
deleteAI_far_frm_player local.name local.dist:
ChooseRandomSpawnPoint:
===========globals/spotlight_old.scr
spotlight local.num local.min local.max:
aimspot:
corona local.obj local.tag:
deadcorona local.obj local.tag:
===========globals/spotlight.scr
main:
light_corona:
aimspot:
corona local.obj local.tag:
deadcorona local.obj local.tag:
===========globals/spawn_enemy.scr
runto_player local.distance:
===========globals/scientist_standtable.scr
walklook local.target:
===========globals/savenames.scr
make it only work in singleplayer
===========globals/objMgr.scr
priv_RefreshObjNum local.num:
===========globals/movecrate.scr
dropthecrate:
===========globals/missioncomplete.scr
main local.nextlevel local.bsp:
===========globals/minefield.scr
minefield_single:
===========globals/music.scr
PlaySong local.song local.volume:
PlaySongLoop local.song local.volume:
PlaySongLoop local.song local.volume:
StopSong local.fade:
SetVolume local.volume:
===========globals/MountGunOrPlantCharge.scr
MountGunOrPlantCharge local.turret local.throbber local.gun_use_range local.throbber_use_range local.gun_name local.script_file_name local.get_on_gun_thread_name local.get_off_gun_thread_name local.place_explosives_thread_name local.usable_cannon:
===========globals/mg42init.scr
gunner_think local.auto_reattach:
===========globals/mg42_active.scr
enable:
mg42_gunner_death:
===========globals/mg42.scr
turret_second_trigger local.second_trigger:
turret_second_trigger_loop local.second_trigger:
===========globals/message_print.scr
message local.string local.hint local.time:
===========globals/loadout.scr
main local.script:
===========globals/items.scr
add_item local.passed_item local.nomessage:
remove_item_remove:
draw_items:
reload_items:
blank_items:
===========globals/hammer.scr
hammerinterupt:
===========globals/friendly.scr
main:
will do this at the end, this is the most needed and most complex
***
===========globals/firedeath.scr
firedeath_single:
===========globals/fakegunfire.scr
gunShootPlayer local.burstMinTime local.burstMaxTime local.pauseMinTime local.pauseMaxTime local.damage local.accuracy:
===========globals/fadein.scr
DOES IT WORK IN MP ????
===========globals/EntityCleanup.scr
EntityCleanup local.name local.dist:
===========globals/DistanceUse.scr
main local.entity local.distance local.string:
===========globals/credits.scr
credits_setup:
credits_done:
credits_skip:
===========globals/crate.scr
explosive_crate_spawn local.index:
===========globals/chainspawner.scr
init:
skipsetup:
===========globals/cardgame.scr
main:
sitthink:
cabinettrigger:
checkresponse:
===========globals/cabinet.scr
cabinetgo local.i:
cabinettrigger:
===========globals/barrel.scr
explosive_barrel_spawn local.index:
===========globals/autosave.scr
main local.set:
===========globals/award_medal.scr
main local.mission:
===========globals/autotruck.scr
DeleteSmoke local.dist:
truck_killed:
===========globals/autotank.scr
init_autotanks:
StartAutoTank:
autotank_stop_if_close:
tank_guy_spawn local.anim local.name local.type local.angles:
===========globals/auto.scr
main local.script:
===========globals/alarm_system.scr
ai_gofor_alarm:
alarm_system_backup_dude:
alarm_system_backup_dude_loop:
===========globals/alarmer.scr
main:
doalarm:
alarm_player_reset:
alarmsounder:
alarmgenner:
create_alarmguy:
spawnerthink:
alarmer:
===========globals/ai.scr
foealarm:
spawnfortfriend:
alarmspawn local.set local.pause local.alarmthread local.alarmnode local.extra:
enemyspawnertrigger:
areaspawner:
areathink:
killtheplayer:
origin_thread:
3rd_person:
medichunt:
savetheplayer:
playerwatchesmedic:
seeplayer:
playerdie:
medichuntthink:
timescalemover:
checkspawns:
medicdance:
crumb:
friendlyspawner:
friendlythink:
enemyspawned local.off:
responder_think: