Now your friends can help out in combat with this shared screen/couch co-op/multiplayer mod
New UI Elements
Readiness color key:
- Green = ready
- Yellow = almost ready
- Orange = not close to ready
- Red = out of ammo
3 players
Features:
- Enjoy shared screen cooperative play with up to three friends
- New UI elements to support weapon and system cool downs
- Pushbutton targeting of nearby ships
- Shield AI to manage shield facing
- Works with just about any mod
- Mission Support!
How to use
1. Download & install this mod
2. Make sure this mod is enabled
3. When combat starts and ships are deployed, have your friend press the Select Ship key (‘Insert’ by default for player 2)
4. During combat, have your friend use the keys specified in mods/CoOpCombat/Player2.json to pilot their ship (if you change the settings, you’ll need to restart Starsector)
5. If sharing a keyboard is hard (or awkward), use a second keyboard or a game pad that can emulate keys.
6. When combat starts, zoom out more than usual so your friends show up on the screen
7. -optional- Install the Detailed Combat Results mod (
http://fractalsoftworks.com/forum/index.php?topic=11551.0) so you can see who’s better.
Player-game interface changes / Known Issues
- No mouse to control where a shield faces, instead an AI is used to “aim” the shield
- No mouse to control where weapons aim, weapons can only aim directly forward. Mitigate this by using in your group 1 only weapons that fire directly forward
- No mouse to select targets for weapons, instead a new “cycle targets” command has been added which cycles through nearby targets
- Camera/view-port stays centered on Player1, to compensate zoom out level has been greatly increased
How To: Controller Support (optional)
- Use JoyToKey: https://joytokey.net/en/
- Have it emit/emulate the keys configured in their PlayerConfig#.json
How To: Internet/Remote Play
Install a game streaming app (like Parsec.tv), you’ll need a decent internet connection to pull this off.
How To: Change Key Bindings
- Locate the configuration file for the player you want to modify the keys for (mods/CoOpCombat/Player2.json for player two for example)
- Edit the file using your favorite powerful text editor (like VSCode)
- Modify the key assigned to the action you want performed. To determine the name for your key, look below in the spoiler section
- Be sure to save the file and restart Starsector
Mod compatibility
- Requires no extra mods/libs to function
- should work with any mod that doesn’t assign very high priority AIs
- Tested with nexerlin, lots of ships & factions
What this mod is not and will not be (even though it might be cool)
- An MMO
- Allow you and a friend to both have different fleets on the campaign map
Using this mod in other mods
This mod is covered by the MIT license, you can do what ever you want with this, no need to ask. Just be nice and mention that this mod exists and where you got it from
Acknowledgements
Some code related to rendering was taken from the excellent Leading Pip Mod, attribution is here by granted to Magehand LLC per licensing.
Change Log
Forum:
http://fractalsoftworks.com/forum/index.php?topic=11598.0
Source: https://bitbucket.org/NickWWest/starsectorcoopcombat
License: MIT License (Do what ever you want, creators not liable)
I’d love to see a video of this, the GIF doesn’t give it justice. xD
This is a pretty good idea though! I did something similar with my brother that was a fun experiment. It wasn’t a mod, we just gave each other differnt controlls of the ship. I managed the thrust, weapon-groups and Ship-system (keyboard) he managed the shield, weapon fire, and steering of the ship… (the Mouse). It was fun, and difficult!
Like I mention in the main post, I’ve had a good experience with a friend using a gamepad and this mod. The controls actually feel pretty natural, and in general I think the controls for SS would translate really well to a dual stick controller.
Ok wow, this might open up Starsector to an actual online multiplayer.
I want to manage expectations here, there’s a strong limit about what can be done without it requiring hundreds of hours of Alex’s programming time. Maybe best case scenario is people play the heck out of this and something like multiplayer gets put on the road map.
- No visual indicator of which weapon groups are selected
- No visual indicator of cool downs
Mmh I
recently uploaded a plugin to create rasterized UI elements, you may want to look it up for these issues.
- No visual indicator of which weapon groups are selected
- No visual indicator of cool downs
Mmh I
recently uploaded a plugin to create rasterized UI elements, you may want to look it up for these issues.
Wow, thanks, that’s exactly what I need!
That thread looks like a gold mine.
Now it’s just a matter of getting two instances of Starsector to talk together (AIs and all) and we can have PvP matches
Going
To
Happen
Ever
Now it’s just a matter of getting two instances of Starsector to talk together (AIs and all) and we can have PvP matches
The day that happens is the day that swine discover the secrets of flight, hell freezes over AND politicians start telling the truth and become un-corruptable!
Now it’s just a matter of getting two instances of Starsector to talk together (AIs and all) and we can have PvP matches
The day that happens is the day that swine discover the secrets of flight, hell freezes over AND politicians start telling the truth and become un-corruptable!
Depends.
If, somehow, one discovered the section of the code where a AI routine/Player input is translated into ship activity (moving, firing, etc), it could be possible to intercept the “commands” that regulate the movements of your own ships, send it to another computer, have this second computer replace the commands of it’s player enemy’s AI with the commands received (ie: translating Player1 allied ships movements into Player2 enemy ships movements and vice versa).
On topic:
This is really impressive. I just don’t know how much I fancy playing without a mouse, though.
Years ago, people said the same about KSP, but modders found a way. If someone is sufficiently dedicated and skilled, they might just do it for SS. It might not be likely, but don’t say never.
There is a pretty big difference between a game built in an engine that is dedicated to support multiplayer games, and one in a custom engine that has nothing to even remotely help with multiplayer. Or at the least not in a legal “I-didn’t-entirely-decompiled-and-recompiled-your-game” way.