
- State of decay 2 mods and coop how to#
- State of decay 2 mods and coop Patch#
- State of decay 2 mods and coop code#
However, the game keeps track of it somehow.I just don't know, as I'm pretty noobish. I understand this may be tricky, as it would have to incorporate the states of puzzles and open doors in different levels.

If all players in the server run out of lives, then the server reverts to the state of the most recent map change. I've been attempting to configure a server to where each player has a set amount of lives-after this, they can no longer respawn the only way to do so is through a map change. This takes the fun/challenge out of the game, as success, at some point, is guaranteed. As of right now, you can brute-force the game on co-op - kill a few monsters, die, respawn, kill a few more, and keep going. This is unfortunate because, I was trying to find a way to make the game have consequences for dying. are reverted, no matter where you were before. For instance, in the Seven Portals, if you manually switch to that level all the puzzles/doors etc. As you know, the key variables make manually forcing map-changes game breaking. I made a thread not too long ago asking some questions regarding Hexen, perhaps you can help me a bit. Hello Meaty, i've been trying to configure a server myself for Hexen co-op play, and these are great! Inventory isn't reset on maps 1 and 41 (Zandronum only)
State of decay 2 mods and coop how to#
Inventory puzzle items cannot be used directly, instead you have to use the wall/decoration (not sure how to tackle this one) Hexen hub 5 and Hexdd hub 3 exit text doesn't display the proper ending sequence It's for multiplayer anyway, so I probably won't fix this Messages show up to alert players of grabbed items in netgamesįorce players to spectate on death/rejoin while a survival game is in progress. Keys are now also shared for the whole party (Thank you Synert) Updated for every player if any are picked up or used.ĭeathmatch level set for Zandronum using CMPGNINF/BOTINFO Made hudmessages when keys or puzzle items are picked upĪble to run original hexen and deathkings simultaneously
State of decay 2 mods and coop code#
Started making some of the code look nicer hopefully.Īdded Tag property to placeholder items so they look nice with the invquery CCMD
State of decay 2 mods and coop Patch#
I'm pretty sure that this patch can break access to the 4th hub's secret as well if that map is accessed followed by all players dying/leaving. If you find any bugs with this, please report them here. It only works hosted on an actual server and is likely very glitchy. NOTE: The survival patch should work on it's own, but it is also fully compatible with the rest of these patches.

Survival Patch Beta 1: site]/wads/hexcoo. Survival Patch Beta 2: site]/wads/hexcoo. The patched maps only work with the puzzle item wad. NOTE: If you wish to play Deathkings with this, make sure that the original maps wad is loaded before the expansion maps wad. The puzzle items also disappear when picked up and won't respawn even in netgames. In beta 2, there is an optional file that will share keys with the party as well. When one is picked up, placeholder inventory items are added to every player so that he/she can see what puzzle items are available to the party. So right now, puzzle items act like a shared inventory of sorts. Right now, all that this does is move some maps around so that you can play the whole original level set and the deathkings level set in one instance of the engine, and replaces all of the puzzle items with global acs variables that keep track of how many of each puzzle item was collected. So I have been working on a little set of wads that alters how the puzzle items and keys in hexen are handled.
