[UT] Coop Suite
Posted: 21 Jul 2016, 07:23
COOP SUITE
is a collection of mutators and an extensible framework. The mutators focus on providing modern conveniences for coop and the framework provides modders with a set of powerful tools that can be used to create or improve coop support of existing maps/campaigns by means of a mutator.
:MUTATORS:
Coop Beacon
This creates a new HUD element for all players. Depending on how visible other players are, you will see the player's name, their health, and/or an icon.
Player names are always displayed for players located (obstructed or not) in the field of view. Player health is only displayed if the player is in line-of-sight and somewhat close. Player icons are only displayed if the player is far away or not in line-of-sight (behind an object or behind you).
By default the color of each player's beacon elements change dynamically to represent their current health. Custom color is client-side configurable (what the player sees, not how other players see them) but will disable the dynamic coloring system. The display of player names and health are also client-side configurable.
I Want You Inside Me
This disables (only) player collision, allowing players to pass through, for the following actors.
Other players. Nali. Cows. Rabbits.
Player, Nali, and wildlife collision is configurable via CoopSuite.ini.
Scale Enemies
This mutator scales enemies based on difficulty level and player count. The movement speed and melee damage of enemies is increased based on the difficulty level. Enemy health is increased based on the number of players. Buffs are moderate and are only designed to offset the multiplicative advantage players receive in coop.
The scaling of damage and health is configurable in CoopSuite.ini.
Spawn At Player
This is a new player spawning system in which each player serves as a PlayerStart. If a player dies, they may respawn near or where they died, or at another player's location. It includes failsafes to avoid spawning players in bad locations (lava, underwater, pits) or leaving an empty server with bad spawns. It also includes a system to equip new or respawning players with an inventory based on what is found in the map. Spawning players with weapons and how much ammo are configurable in CoopSute.ini. Since it may be resource consuming, checking map decorations (to decide what to give players) is also configurable.
Coop Weapon Respawner
For TVCoop based games (ONP, Xidia, 7B, etc). Modifies respawn times of all weapons meant to respawn. Includes a more aggressive search by checking at intervals to catch weapons that are either spawned in later or may have been missed at startup. Respawn time, Aggressive Mode, and Interval is configurable in CoopSuite.ini.
:EXTENSIBLE FRAMEWORK:
https://www.youtube.com/watch?v=3fpBsd4iPEo
Typically, adding or improving coop support of a map or campaign would require directly modifying said maps and re-releasing them. This may be difficult if the map is late in its lifetime (propagation of the improved version will be slow) or if you are not the original author (not generally a good practice to modify and release someone else's work). The Coop Suite framework allows you to indirectly modify maps via mutator, completely avoiding the need to re-release maps. The framework is a mutator collection of functions designed to modify, remove, or create actors. Subclassed, you could use these functions to fix a multitude of common grievances. Skip incompatible cutscenes, create teleporters for players if an event makes an area unpassable, modify teleporters to skip credits maps, etc... What's more is as a mutator, it not only avoids direct modification of the map(s), it also avoids authoritative control. Several versions may be made for the same map/campaign without any one imposing authority over another (as direct map modifications do). The relatively small size and non-destructive modification of the source material allows the decision of what version to use to be a more personal one since it bears no consequence to the community.
is a collection of mutators and an extensible framework. The mutators focus on providing modern conveniences for coop and the framework provides modders with a set of powerful tools that can be used to create or improve coop support of existing maps/campaigns by means of a mutator.
:MUTATORS:
Coop Beacon
This creates a new HUD element for all players. Depending on how visible other players are, you will see the player's name, their health, and/or an icon.
Player names are always displayed for players located (obstructed or not) in the field of view. Player health is only displayed if the player is in line-of-sight and somewhat close. Player icons are only displayed if the player is far away or not in line-of-sight (behind an object or behind you).
By default the color of each player's beacon elements change dynamically to represent their current health. Custom color is client-side configurable (what the player sees, not how other players see them) but will disable the dynamic coloring system. The display of player names and health are also client-side configurable.
I Want You Inside Me
This disables (only) player collision, allowing players to pass through, for the following actors.
Other players. Nali. Cows. Rabbits.
Player, Nali, and wildlife collision is configurable via CoopSuite.ini.
Scale Enemies
This mutator scales enemies based on difficulty level and player count. The movement speed and melee damage of enemies is increased based on the difficulty level. Enemy health is increased based on the number of players. Buffs are moderate and are only designed to offset the multiplicative advantage players receive in coop.
The scaling of damage and health is configurable in CoopSuite.ini.
Spawn At Player
This is a new player spawning system in which each player serves as a PlayerStart. If a player dies, they may respawn near or where they died, or at another player's location. It includes failsafes to avoid spawning players in bad locations (lava, underwater, pits) or leaving an empty server with bad spawns. It also includes a system to equip new or respawning players with an inventory based on what is found in the map. Spawning players with weapons and how much ammo are configurable in CoopSute.ini. Since it may be resource consuming, checking map decorations (to decide what to give players) is also configurable.
Coop Weapon Respawner
For TVCoop based games (ONP, Xidia, 7B, etc). Modifies respawn times of all weapons meant to respawn. Includes a more aggressive search by checking at intervals to catch weapons that are either spawned in later or may have been missed at startup. Respawn time, Aggressive Mode, and Interval is configurable in CoopSuite.ini.
:EXTENSIBLE FRAMEWORK:
https://www.youtube.com/watch?v=3fpBsd4iPEo
Typically, adding or improving coop support of a map or campaign would require directly modifying said maps and re-releasing them. This may be difficult if the map is late in its lifetime (propagation of the improved version will be slow) or if you are not the original author (not generally a good practice to modify and release someone else's work). The Coop Suite framework allows you to indirectly modify maps via mutator, completely avoiding the need to re-release maps. The framework is a mutator collection of functions designed to modify, remove, or create actors. Subclassed, you could use these functions to fix a multitude of common grievances. Skip incompatible cutscenes, create teleporters for players if an event makes an area unpassable, modify teleporters to skip credits maps, etc... What's more is as a mutator, it not only avoids direct modification of the map(s), it also avoids authoritative control. Several versions may be made for the same map/campaign without any one imposing authority over another (as direct map modifications do). The relatively small size and non-destructive modification of the source material allows the decision of what version to use to be a more personal one since it bears no consequence to the community.