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Author Topic: [TL2] Forcing COOP?  (Read 2891 times)

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[TL2] Forcing COOP?
« on: »
I'm currently playing with my 3 friends, but unfortunately there is always that one guy that is rushing forward and does everything on his own. Of course we always tell him to wait for us...

So I want to force him to coop. I read this about "higher difficulty in MP":
Quote
It does, but you all need to be within a proximity to each other for it to kick in. That way if people on the same server are spread out doing different things, it doesn't inhibit them from soloing if they wish.
http://forums.runicgames.com/discussion/comment/315474/#Comment_315474

So is it possible to disable this? Or even revert the effect so all players get even weaker while soloing?

edit:
Or do you have other ideas to "not increase difficulty while we are in group" but make soloing harder/impossible. Maybe adding a passive aura to every player that stack up to make coop easier (and then increasing difficulty with other mods) ?
« Last Edit: September 13, 2018, 03:42:20 am by FabSerp »

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Re: [TL2] Forcing COOP?
« Reply #1 on: »
Hi FabSerp!
Your second 'edit' idea is probably more do-able.
You could have a debuff that works in a smallish area. Youd have to test if u can make debuffs from multiple sources (i.e. from each of u guys) stack up on monsters.
Yes good idea too to use a difficulty mod. Again, youd have to test which one is most stable in a MP setting.


Re: [TL2] Forcing COOP?
« Reply #2 on: »
Thank you :)
Digging for 4 hours now through the GUTS thing... The "documentation"
docs.runicgames.com
does not help that much.. are there tutorials esepcially for editign/creating a skill?

I think I already found out a lot. The Skill for example defines range, targets and requirements. The affix is a collection of different effects and you set the values for those effects. And Effects are the final thing that does something like changing HP or whatever.

I also saw that you can add Afixes/Effects to the Units/Player and thought I could add an aura this way. But there seems to be no way to define range and targets (since this is done in skill). So even if I put eg the "StandardBattleAura" to the affixes (which does not show ingame for whatever reason) it still has no range and targets.

So am I right the the only way of adding an aura that e.g increases max HP for every ally in range, has to be a new skill and must be chosen by the player? Or is there a way to make such a skill always active in the background?
Btw I also tried to add a Embermage skill to the berserker, but it was not visible ingame, no clue why.

Re: [TL2] Forcing COOP?
« Reply #3 on: »
@FabSerp Hey man it is possible to make a skill run in the background using a ui menu that's always visible. When I get back from work tonight I can post a little tutorial about how to do it if you like.

Then it'll be just up to you to sort out the skill ;) Not my strong point!

Re: [TL2] Forcing COOP?
« Reply #4 on: »
@Aherin thank you :)
But "a UI that is always visible" sounds strange? What is the purpose of the UI? And why I can't hide it?

Re: [TL2] Forcing COOP?
« Reply #5 on: »
Sorry it's "visible" as far as guts is concerned but it just runs in the background with no visual elements. I'll take some screen shots in guts and it'll make more sense

Re: [TL2] Forcing COOP?
« Reply #6 on: »
Ok so I'll upload some pics and talk you through it if you like. Each pic should help to explain what I mean.

First step is to open up guts, select the "Scratch Pad" tab and add in all your UI elements (Screenshot 1).
Right click on the white area on the left and add in a Logic Group (It has an icon to the left of it)
Underneath the Logic Group item is the "UI Menu" option. Mouseover then add a Menu Definition.
Then right click again and mouseover the "Logic" option. Add in a timer and Affix Applicator.

Now you've got your UI items you'll need to config their properties.
So..
Timer
LOOP COUNT:1
LOOPS FOREVER:True
MAXTIME:-1
TIME:1

Affix Applicator (Affix in my screenshot)
AFFIX: (type the name of your affix here)
APPLY ON PLAYERS: True
*Leave the rest as is*

Menu Definition (This is pretty important so I'll screenshot the properties)
Main things to check are
ALWAYS VISIBLE: True
PINNED:True
MENU NAME: (Give it your own custom name)
*Double check everything else in screenshot 2*

Now.. Last thing is to set up the Logic Group (Screenshot 3). If you select the Logic Group you'll see that a hammer and wrench icon appears. Right click it and the Logic Editor will pop up. Now drag and drop the Timer and Affix from the left column into it.

In the Logic Editor, left click the Timer and check the "Activated" tickbox in its Outputs section.
Next left click the Affix Applicator and check the "Apply Affix" tickbox in its Inputs section.
(Every UI item has multiple things it can do in the Logic Editor. It's fun to dig around and see what they can do :))
Drag a line from the green square of "Activated" to the blue circle of "Apply Affix".

Now you've made it so that the affix you've selected will constantly apply the affix to players as long as the timer continues to loop, which it will do infinitely.

That should do it for you. One thing you can do to the affix while testing is to add a visual effect to it so you know if it's being applied properly. If you open up the affix you want to apply and type in "Poisoned" or "CHAMPIONGLOW" in the "UnitTheme" section for example, they will show up (as particle effects only) whenever the affix is active. A good way to check if it's working ;)
« Last Edit: September 14, 2018, 04:07:49 am by Aherin »

Re: [TL2] Forcing COOP?
« Reply #7 on: »
Thanks :)

Before I try it:
You said I can add an affix to every player. But does an affix help in that case? As I wrote above you can neither set a range nor a target with an affix, so I can not add an "aura" to every player (that grants every player nearby extra HP). With an affix/effect I can only change the player with that affix directly (at least I think so). If this is true I would need to check within the loop "how many players are in x range? Then grant this single character this special affix (with HP bonus for ech player in range found)".   But can I add code like this? And what are the commands?

In the end a passive aura skill that is always active at every player, would be a better way, than making a endless loop that adds/removes an affix all the time if players are near. But if this is the only solution I might try.
« Last Edit: September 14, 2018, 05:52:48 am by FabSerp »

Re: [TL2] Forcing COOP?
« Reply #8 on: »
Oh but you can make an affix that does lots of things. You can make the affix cast a passive skill which could be your aura.

Re: [TL2] Forcing COOP?
« Reply #9 on: »
Okay about the other half of this solution - a dificulty mod to make tackling monsters on ur own a very bad idea :D i askd on the runic discord and i hear Draco's mod is stable in MP. So you can look into u and ur friends using that for your sessions.

@Aherin hey thats a really neat method and id never heard of it before! Thanks i learned something new.

@FabSerp Aherin may have something here. Each player could end up getting a small aura that buffs nearby allies. It could be a big buff that doesnt stack or a small buff that does. But if he/she's alone they get no buff.

As for how the aura is made, youre right it will involve a skill so that u can specify a layout with a damage shape where the buff will work. The affix applied by the UI would make u learn the skill (i forget the exact effect for that, but should be the same as how spell scrolls work)

The skill itself could be a single-fire skill and u use the UI timer to keep firing it, or it could be a looping skill by using a looping damage shape.

I'll try to recommend some vanilla skills u can reverse-engineer to make this stuff.


Re: [TL2] Forcing COOP?
« Reply #10 on: »
@Phanjam Cheers man, though I can't take credit for the technique. I learnt it from the UI guru doudley ;) My Block Indicator Plus mod and **** Lite both use the technique.

@FabSerp **** Lite has an affix with a passive skill that is applied indefinitely to the player, but it only activates on player death (CAST SKILL ON DEATH I think it uses). When the player dies, all players in radius are fully healed. I used the berseker howl skill and made it heal instead. I guess I'm telling you this to let you know that the idea of buffing players who are near each other is very possible!

Re: [TL2] Forcing COOP?
« Reply #11 on: »
Sorry for the late reply, had no time to continue.

I would like to download your "**** Lite" mod to see how you did it. But it seems you only uploaded it to steam? I have the GOG version of the game.
I tried to download torchlight 2 mods with this trick:
from r/DivinityOriginalSin

this works fine for Divinity, but for some reason I get always a "timeout" error when trying it for torchlight 2 ( with workshop_download_item 200710 945157549 =( )

There are also some other mods I'm interested in, but I can not download them =/

Of course I also googled for steam mod download and torchlight 2, but according to the comments those methods does not work? https://forums.runicgames.com/discussion/60240/how-to-download-steam-mods-for-non-steam-tl2

Re: [TL2] Forcing COOP?
« Reply #12 on: »
Try the script, it still works for me

Re: [TL2] Forcing COOP?
« Reply #13 on: »
Also steamworkshopdownloader.com still wotks afaik


Re: [TL2] Forcing COOP?
« Reply #14 on: »
@FabSerp I can send you a google drive link if you like. The mod files need a fair bit of clean up to make sense of them to be honest. The mod finally worked after many failed attempts, the evidence of which remain! :D

 

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