i’m about to release my first CO-OP mode, problem is, i don’t really know how to close for example axis side to players. so no one can enters and play them. i think people with premium can invite their friends, close the custom match and play with each other. but due to the idiotic decisions from DF about the making lobby privates behind premium subscription, i was hoping to find a workaround ( as i don’t really see why i can’t make private custom lobbies for at least mods. or in general since you don’t earn xps anyway… )
second question is, due to the nature of PVE ( at it’s current state ) i wanted to create stationary tanks that will engage enemy forces in order to provide a sort of " threat " for players with tanks.
so i was wondering if i could have done that with AI cannons or auto turrets.
problem is, if i apply both the char res and the collision physic of an actual tank on the builded_auto_turret, my editor crashes.
any work around on this one as well? ( or why that happens in the first place ? )
last but not least, normal auto turret from moon event do not fire upon infantry like the auto_Mg42
does anyone knows why? because as far as i remember, those turrets were function during the event. and i kinda wanted them to use as stationary machineguns. instead, i have to use auto_mg42s with limited ammo.
Probably not possible.
You can add more teams. Player will not able play to team3/4/… because can’t switch to them.
But yeah… You still will have 2 player teams.
i’d like if you could dive further, but maybe some other times in another thread. don’t wanna waste your time too much. which, by the way, i really apreciate for the input and time you’re spending with us peasant on the english side
i saw it, and he made a working artillery, problem is, those do not engage players actively. because they basically depend on shooting to a target with the Moon_base tag as a target, and people dies because it’s … an artillery after all.
quite impressive, and i made an objective around it in my coop, but still does not present a real threat to players tank. i guess i could use mines, but those are not fun and engaging as a tank fight…
i did set teams ( for example set the team to 1 ) while controlling the opposite one ( 2 ) and those did not fired for any reason. it’s like the moon base tag takes priority even though not in range.
i’m aware of this as well, but they run out of ammo because apparently in multiplayer, they return the normal config to 5000
( weird colors, what are you making, a trip to a dimensional world ? lol )
(!I’m not sure that base_moon_soldier can solve this problem!)
Or maybe not lol. Seems additional templates don’t works on infantry.
Spawner works fine.
that creates good ideas of my own, too bad i lack the time to properly do them .
( i was already planning to at least remake a few maps from coh2, create my version of battle of the hurtgen forest, rhein, and many others .for a total of 8 maps. but i’m barely at 2 )
all i need to do is, set for example in my case, team 1 allies tunisia ( which will be controlled by the players )with all it’s spawns and areas, then set team 2 for axis tunisia and set no spawns. then, for the AI it self, create axis_pacific team and set it to 3, for then later on create all the base respawns, this way, players that will join team b in the screen will not interfere with players as it’s meant to be a pve.
so, by doing this, the builded auto turrets will start firing upon tanks / infantry?
ahhhhhhhhh now i see why you placed tanks. for your artillery.
so that they would engage the tanks in front of them.
but you used them in a sort of artillery.
that’s mindblowingly innovative
the only problem on my end now, is that i can’t give physic of tanks to the auto turret. as they still use the coll res grenades, otherwise my editor crashes if i use a tank collres into the parameters…