I'm modding on the PSP, and I've learned that single player runs much faster than multiplayer. Every level runs really fast with large amounts of AI per team on single player, but on multiplayer, a lot of levels go way too slow.
So, I need to make levels be able to tell the difference between a single player game and a multiplayer game, so on single player I can set it to have more AI and on multiplayer I can set it to have less AI.
Anyone know how I can put a script in a level to tell the difference between single player (a game with one player) or multiplayer (a game with more than one player)?
I'd basically say "if single player, SetNumBots to 32, if multiplayer, SetNumBots to 24." Obviously, real scripts wouldn't look like that.
Differentiate between single player and multiplayer?
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Come on, you guys can't be telling me there's no way to put a script in a level where one script activates if it's multiplayer, but if it isn't multiplayer, a different script activates. Y'know, "If Multiplayer True, Do This, Else, Do That."
I REALLY need this for PSP multiplayer. Some levels just go too slow on multiplayer, even when they run quite fast on single player.
I REALLY need this for PSP multiplayer. Some levels just go too slow on multiplayer, even when they run quite fast on single player.
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archer01
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Neato!
The PSP multiplayer acts a lot like the multiplayer of the PC... When a player leaves, it simply says that player left the game (rather than shutting down everything like other Ad Hoc games would do), and after the very first game, the host doesn't have to wait for other players to load before he can start playing in any games following after.
Anyway, my point is, that might work. I hope so! I'll try it out when I can, though I have but one PSP myself so I won't be able to try it immediately.
Right now, to say the least, it's capable of telling when it's NOT in multiplayer. I'll see if I can't test the multiplayer tomorrow and report back.
The PSP multiplayer acts a lot like the multiplayer of the PC... When a player leaves, it simply says that player left the game (rather than shutting down everything like other Ad Hoc games would do), and after the very first game, the host doesn't have to wait for other players to load before he can start playing in any games following after.
Anyway, my point is, that might work. I hope so! I'll try it out when I can, though I have but one PSP myself so I won't be able to try it immediately.
Right now, to say the least, it's capable of telling when it's NOT in multiplayer. I'll see if I can't test the multiplayer tomorrow and report back.
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Woes and sorrows a thousand fold!
My friend was in the auditorium, away from his backpack for quite a while, and it appears his PSP was stolen! I am now unable to test the multiplayer with the new scripts. That, and my friend is out of $300 in hardware! I can only hope he somehow manages to discover its whereabouts. Though it was stolen, not lost. It's not like some kind soul will return it.
I'll have to release the mod as-is without testing the single player/multiplayer bot count scripts.
My friend was in the auditorium, away from his backpack for quite a while, and it appears his PSP was stolen! I am now unable to test the multiplayer with the new scripts. That, and my friend is out of $300 in hardware! I can only hope he somehow manages to discover its whereabouts. Though it was stolen, not lost. It's not like some kind soul will return it.
I'll have to release the mod as-is without testing the single player/multiplayer bot count scripts.
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