Co-Operative Base (Mod)

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Revision as of 07:34, 31 July 2011 by Chiefwhosm (talk | contribs)
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Description

Seco7 Co-Operative Base is a patch file containing useful code fixes for the Source Engine 2007 Half-Life 2 Multiplayer code base.

To be able to use Seco7 you must own, Half-Life 2 or Half-Life 2: Episode 1, Half-Life 2: Deathmatch (which is free for ATI and nVidia users) and the Source SDK Base 2007.

In addition to this, to actually modify the code itself, you will need the Source SDK installed, and Visual Studio 2008 or 2010 (including express editions).

Additionally, Seco7 allows you to use game content from Half-Life 2: Episode 2, and Portal. Counter-Strike Source and Half-Life 2: Lost Coast and any modifications with their own unique Valve AppID should also work but this is not guaranteed.

To keep this wiki page easily viewed, many items are now implemented into scroll boxes, so that the more important aspects of the page can be kept whole.


Features

Developers can easily enable and disable individual features to suit their needs.

** Portal Gun, player only.
** Super Gravity Gun (some graphic effects missing - most of the code done by .Kave).
** Restart level on critical ally/object/time limit failing.
** View Cameras now take control of all players on a server (Gordon's KO Wakeup scene, etc).
** Save/Restore transitions now work even if you disable playerclasses from the code.
** Each player class player now has their own unique filter name, meaning only a certain playerclass can trigger an event (for example). Thanks Alters for the fix!
** Called it a day on development. It's all in the hands of the community now.


* AI Patch Modifications:
** Enable/Disable an enhanced version of Winston's AI Multiplayer patch.
** Valve Game Mounting:
** Dynamically mount various official Valve games to get the most for your mod.
** or use Static Mounts when you're sure you don't need Dynamic mounting.		  


* Episode 2 Support:
** Including support for Alyx Darkness Mode 


* Player Abilities:
** Non-HEV wearers can still be allowed to sprint, have the geiger counter, etc. This is on a per-item basis, so players could have the geiger, but no sprint if you wanted.
** Players can pick up objects with their hands.  


* Player Class System With:
** Four (or more, or less) Player Classes.
** Per Player Class Object Pickup Strengths.
** Customise Class Health/Maximum Health Values.
** Customise Class Armour/Maximum Armour Values.
** Customise Class Walk/Sprint/Normal movement speeds.
** Customise Class Jump Heights.
** Each Class Can Have Its Own HUD Layout/Colour scheme.
** Define how many players can be in each Player Class. 


* Teamplay Support:
** Fixes for enemy NPCs and teamplay games.


* Weapon Enhancements:
** Development teams can now enable Iron Sight.
** A known HL2DM shotgun fast-switch bug - fixed thanks to Community input!.


* NPC Abilities:
** Striders can be set to always impale players who get too close.
** Barnacles can now be set to swallow players.


* Vehicles:
** The multiplayer camera judder is no more!
** Thirdperson model in-vehicle animations can now be used.
** Old-Style passenger seats can now be used to provide extra seats in vehicles.
** Jeeps and Jalopys' can now have their headlights switched on.


* Cool Stuff:
** Firstperson ragdoll views on player deaths.
** Camera bob on player movement (incl. strafe).
** Use Counter-Strike: Sources' ladders code instead of the Half-Life 2 ladders.


* Game Settings:
** Friendly Fire (Replaces players can collide from v1.5).
** Dynamic Respawn Code. Don't spawn back at the start of the map anymore, respawn back where you left off in your killing spree.
** Multiplayer Level Transitions. On ALL players entering the transition area the server is forced to changelevel to the next map (percentage can be changed).
** Save/Restore. A basic working transition system which saves/restores your loadouts.
** Valve approved cheating. Now even if sv_cheats 1 is enabled, players can't cheat unless you define it as acceptable in the code.
** Map briefings. Provide storylines on a per-map basis.
** Map specific model overrides. Changes all players to a specified player model on a particular map (set by the mapper). Check out our defector map for an in-game example!

Credits

* [http://www.moddb.com/company/4-wheeled-husky-games/ 4-Wheeled Husky Games.]

* And thanks to the following non-OBCO development team members:
** Winston
** Tony Sergi
** Biohazard_90
** Sub-Zero
** DutchMega
** The Last 7 Hours Spanish Mod
** Skidz
** Alters
** .Kave
** KuRouZu
** Jorg
** z33ky
** JordanN
** TheRJMan
** SilverPower
** Vektorx4
** HalfWit2
* Sneaky[ToB]
** Anyone else forgotten

Known Bugs

*Armour not working on non-playerclass save/restore transitions.

*Weapon strip/dissolve zones (as used to make the Super Gravity Gun in HL2/EP1) don't work.

The above is Caused by the game not recognizing the hl2mp gravity gun and just deleting it,
then the test zone (d3_citadel_03) sticks waiting on the script to finish.

*Super Gravity Gun - ::DoMega functions not implemented and ::Do functions missing some single
 player additions (these ::Do functions enable the fancy effects you can see are missing).

*Leaving tilted vehicles causes players to appear tilted as well. This affects only their player
 model, their actual views are normal.

*Blood splashes being emitted when shooting other players despite no damage actually being dealt
 (only applicable ''without'' <code>OBCO_FRIENDLY_FIRE_ENABLED</code> being defined).

*Chat bubbles angle towards the player's view, so they can appear embedded in walls etc.
*AI bend their legs when going up in lifts (elevators), but are fine going down.