I managed to get the first level of the campaign to work in arena and also in multiplay, but there are some problems...
But first things first; what I did (assume in order):
(I assume that the format used is self-explanatory)
Copy game_lv1.atd to test.atd
(test.atd){
Rename game_lv1.evt to test.evt
Rename game_lv1.ter to test.ter
(test.ter){
Append string "test" //Not sure if this makes sense. enc1.ter ends wth "game_lv1" though
}
Copy enc1.atd:enc1_spec.lst to test_spec.lst
Copy enc1.atd:enc1_thumb.bmp to test_thumb.bmp
Rename traps\game_lv1 to traps\test
}
(misc.atd){
Copy game_lv1 to test
}
(options.atd){
Copy game_lv1 to test
}
(overlays.atd){
Copy game_lv1 to test
}
(scenes.atd){
Copy level1.evt to test.evt
(test.evt){
Add code {
startup {
//Actors as in game_lv1.atd:game_lv1.scn
actor_add(1,"kobold\kobold",0,<3895,1380,5290>);
actor_add(2,"kobold\kobaxe",0,<3910,1380,5125>);
actor_add(3,"kobold\kobaxe3",0,<3427,1100,7200>);
actor_add(4,"kobold\kobaxe3",0,<3427,1100,7200>);
actor_add(5,"kobold\kobold",0,<4295,1160,7217>);
actor_add(6,"kobold\kobold",0,<740,650,5600>);
actor_add(7,"orc\orc",0,<2080,1140,8240>);
actor_add(8,"orc\orc",0,<-547,625,10389>);
actor_add(9,"kobold\kobold",0,<-717,521,9137>);
actor_add(10,"kobold\kobold",0,<-800,521,9200>);
actor_add(11,"kobold\kobold",0,<4137,1372,5530>);
}
}
Replace "game_lv1\" to "test\"
Replace "traps1.evt" to "trapstest.evt"
}
Copy traps1.evt to trapstest.evt
(trapstest.evt){
Replace "game_lv1\" to "test\"
}
}
Minor problems:
1) It cannot be played without xtended; it crashes without error.
2) After completing the map, game crashes with error "File read error in none.atd: none.act"
3) The placement of bots are not all correct.
Major problems:
1) There seems to be a problem with actor IDs.
The first actor is actually the bot/player joining the game, so after you enter the cave, you see for example, the bot orc pulling the lever (this is so funny to watch
)
Also, in multiplay after the player pulls the lever. he becomes AI controlled!
Don't get me wrong, I started looking for how to mod this game yesterday so I don't know much of its inner workings.
Some actors do not have their position set explicitly by actor_set(), so I used the coordinates found along "WAIT_FACING" objectives.
I suspect that the problem with IDs can be fixed if all IDs are increased by 1 (and fixed as appropriate in the script) to "make room" for the coop player.