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Hostile Takeover

The Massassi Temple » Levels/Mods » Jedi Knight Multiplayer Level » Hostile Takeover

Description

This level is set at a house and you are being invaded. The house has fully functioning doors and lights. Its kind of a Co-op level.Hope you enjoy it.

Screenshots

screenshot 1 screenshot 2

Level Info:

Download:
File Size:
2.6 MiB
Date:
2001-10-01
Author:
Deth Masta
Downloads:
1609

Ratings:

Score (0-10):
8
# of Ratings:
7
Rate:

User Comments:

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Posted by
Comment
DashMaster
Posted: 2001-10-01 5:26 p.m.   Report Abuse
If you dont sync your AI they will be doing different things on each persons computer. Unless im mistaking, these AI arent synched.
Pengun
Posted: 2001-10-01 6:03 p.m.   Report Abuse
I thought about the AI too.

The level is pretty cool though, I like how accurate the house is.
SM_Sith_Lord
Posted: 2001-10-01 9:36 p.m.   Report Abuse
It's a long and painful process, which I don't think is worth the trouble for most levels. It causes hella lag too if there is alot of AI being synced.
Chris
Posted: 2001-10-02 8:03 a.m.   Report Abuse
Its a good idea of having an invasion on your house. Though what i could have done to annoy that many people i don't know. Its fun with two people or more as you can work together to fight the ai. Though the different players usually see different things which is a problem if you want to help. I though the house was good but the ceiling was a little low. The secret areas where placed well though they were easy to see. The basement allowed me to survive many close calls with a kell dragon or scout walker. So i'd say that your levels are improving.
Strike
Posted: 2001-10-02 1:13 p.m.   Report Abuse
Good job Sith!

True enuff - AI files are run locally. Random events are run depending on what the AI file includes. Lag will affect the AI's decisions slightly, but mostly its in the random actions in the AI programming that is supposed to give it that realistic kick. If people would like, I can create a 100% synched AI cog system for CO-OP levels. Damn, that's a good idea! I'll get crackin! Client/server cogs using triggers and local cogs should work fine, use the least possible lag, and blah blah. k ill get to work now.

[[=-STRIKE OUT-=]]
DemonMunk
Posted: 2001-10-02 1:54 p.m.   Report Abuse
This level kicks butt. I love it. its also fun to play with ss3 beta 9, just a grab a shotgun and defend your house! Very realistic.

Note *Looks a lot like my house* :)
Kharm
Posted: 2001-10-02 3:53 p.m.   Report Abuse
I'm not putting a rating because my low end machine couldn't handle this level. It's probably fine with a 3D card but in software mode it's got cmp errors everywhere and once you get out side the framerate goes way too low to be playable. Despite that, it looked kind of cool.

Strike, there is already a synced AI cog available from Demon_Nightmare - it's in the cog section of massassi. But maybe you can make a better one, that would be cool!
Pommy
Posted: 2001-10-03 8:40 p.m.   Report Abuse
Yeah this is ok. The AI not being synched is really annoying if you were trying to play this as a co-op (as the case was with my friend FRNDS_FroggyP), but it's good practice if you want to kill lotsa people (I think). Gave it a 7.
FRNDS_FroggyP
Posted: 2001-10-03 8:43 p.m.   Report Abuse
It is good yes but the thing is, it is not synched and i played it with a friend. ENEMYS WOULD NOT DIE. my friend hosted and it didn't go to well. but the level is really good and i like would really like the level if it was synched
Thrawn42689
Posted: 2001-12-06 5:00 p.m.   Report Abuse
Great! Um, call me an idiot, but how do you put AI into a multiplayer level?
Twisted Blade
Posted: 2002-07-05 6:35 p.m.   Report Abuse
Thrawn, you probably aren't going to see this, but to make AI in mp, you need to use some kind of generator cog. I couldn't figure out how to use it, but I'm sure you can :P, BTW- 10/10 great lvl, and I agree about synched AI lag

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