07-23-2011, 08:16 PM
In case anyone was wondering how i would do it, if I were to do it, which I will not, at least not anytime soon.
I would use code similar to that of cheat engine to get the x,y,z and rotational values of the player.
I would then create a standalone application to send and receive the data over the magical interwebs.
After that some more cheat engine esque code would be used to push the values of the other player into the game.
The only hiccup would be how to show the other player, which I would likely do by modding all the levels and adding an extra object to it, which would receive all the necessarily data, and move/rotate itself accordingly. However there are no animations, so the player would likely just be represented by some sort of wooden box or other random object, or maybe even a static character model...
This same concept could be used to synchronize enemy positions, and items.
Problem is that it would be insanely difficult to do, and it would likely be very slow.
Also, the enemies would only target one player, and since the AI would technically be running on both clients, the AI would try to rip itself in half, could be solved by allowing each player to have the enemy on their client target them, but then in order to show both local enemies and the other player's enemies, I would have to mod all the campaigns to double the enemies, one for attacking and one for receiving the data from the other player's game.
Gosh, I have to stop thinking about this...too tempting...
I would use code similar to that of cheat engine to get the x,y,z and rotational values of the player.
I would then create a standalone application to send and receive the data over the magical interwebs.
After that some more cheat engine esque code would be used to push the values of the other player into the game.
The only hiccup would be how to show the other player, which I would likely do by modding all the levels and adding an extra object to it, which would receive all the necessarily data, and move/rotate itself accordingly. However there are no animations, so the player would likely just be represented by some sort of wooden box or other random object, or maybe even a static character model...
This same concept could be used to synchronize enemy positions, and items.
Problem is that it would be insanely difficult to do, and it would likely be very slow.
Also, the enemies would only target one player, and since the AI would technically be running on both clients, the AI would try to rip itself in half, could be solved by allowing each player to have the enemy on their client target them, but then in order to show both local enemies and the other player's enemies, I would have to mod all the campaigns to double the enemies, one for attacking and one for receiving the data from the other player's game.
Gosh, I have to stop thinking about this...too tempting...