Rich Nagel 0 Posted December 16, 2008 Dunno if this is 'old-hat' (?), although I've never heard/read about it anywhere before. Seems that waypoints 0 through 5 in any C&C1 map can be/are used for the random starting points for multiplayer games Share this post Link to post
Nyerguds 102 Posted December 18, 2008 (edited) Yeah... I knew about that. Though I've never really made any MP maps, it's pretty easy to figure out if you look at the original ones. http://nyerguds.arsaneus-design.com/cncstuff/mappics/multi/ http://nyerguds.arsaneus-design.com/cncstu...s/multi_covops/ In fact there seem to be 8 different possible start locations... 0 to 7 Edited December 18, 2008 by Nyerguds Share this post Link to post
Rich Nagel 0 Posted December 18, 2008 (edited) In fact there seem to be 8 different possible start locations... 0 to 7 Hehe, I had the same notion, and then in the v1.22 GAME.NEW file tried changing byte 96472 from 75 to 3C (so I could start a 'fake' multiplayer game with other AI players), and then byte 9647A to 07 (and then 08). After adding additional '[MultiX]' entries in a MAP INI, seems that C&C didn't like that much <G>, and crashed every time. Though I've never really made any MP maps I don't play multiplayer games much, but have been messing around with a lot of the singleplayer maps for use with the AI players Edited December 18, 2008 by Rich Nagel Share this post Link to post
Nyerguds 102 Posted December 19, 2008 (edited) A larger amount of possible start locations really has nothing to do with the amount of multiplayer sides. It just randomly chooses from these locations. The sides are clearly defined in the exe. I may be able to add new ones, but to be honest it's more work than it's worth, and C&C maps are too small to support more than 6 players anyway. Edited December 19, 2008 by Nyerguds Share this post Link to post
Rich Nagel 0 Posted December 19, 2008 A larger amount of possible start locations really has nothing to do with the amount of multiplayer sides. It just randomly chooses from these locations. That's what I figured. The sides are clearly defined in the exe. I may be able to add new ones, but to be honest it's more work than it's worth, and C&C maps are too small to support more than 6 players anyway. Agreed. It would be quite cramped, even using the largest of C&C maps. Share this post Link to post
Nyerguds 102 Posted December 19, 2008 The largest C&C maps are only 62x62 cells... in fact, all C&C maps are only 64x64, with the ini file defining which piece of that is used as playable area. The outer border is restricted and can't be used. It's where stuff that leaves the map (transport helis after dropoff or evac, A-10s after airstrike, C17s after delivery) get stuck. Share this post Link to post