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There's a special script made by Gyrth for a hotspot that changes the character.xml of the actor inside it. I simply move the player into that hotspot during dialogue and swap out the original player with an AI replacement. I believe on Level 2 or 3 you can find the replacement actors above the player spawn.
However, I do have a Coop map in the works, it just depends on the response to it.
It won't be very long or even have too much replayability... but it's an interesting concept, so we'll see where it goes.
+Sledge117 I have a full story for the PT.2 campaign mapped out, just depends on how much time I have to make it. It won't be any time soon though...
Good work, good stuff...fun campaign, likable chars
Also, there a bug when you skip the dialog (press enter) that doesn't change your char (for example, you stay a dog when you should be the rabbit)
I also need to set my Pc back up and finish building a game before really being able to focus on more larger scale mods...
If you mean the waterfall section though you can scale the walls by wallrunning
Also, dog's throwing their weapons is being removed in the next beta, so that should fix that, but currently you can catch a sword with the block/grab key.
the final fight was meant to be a challenge, not so much the dog room, but dog combat was changed right as I uploaded this, so before you could chokehold them, now you can't...
Paw originally wasn't a player character, which is why she's introduced later on. If I do get around to making time for Adventure 2 (Which I have a story for) then I know what part she'll play and what her abilities will be.
Adventure was literally just a couple of levels to test my character swap idea, but over time I've developed the concept on paper and in my mind and I know all the roles the character play (and where they're off to next).
Also, what's Paw's special ability, aside from being extra muscle with a door key? Or is he just fanservice, because cats are cute? :)
+ with the way I set the maps up after lvl 1 2 player would be a bit interesting to get to work. Rufus being disigned around combat would require a lot of enemies and Foxgloves parkour sections weren't designed to be complex, so player 2 could get really far ahead as Foxglove, then have to reset because Rufus died...
Other than that it worked perfectly, keep it up Halzoid :D
LOCATION: The first level, first fight(with raider and rat).
STORY: After I defeated the battle with the raider and the rat, you go into a cutscene/dialogue. After this dialogue you switch characters.
Now if I were to skip the dialogue(by pressing ENTER) I create a copy of the dog (Rufus), REPLACING the bunny (Foxglove).
I could not proceed because of the limited jump height of the dog. However, playing the dialogue without skipping works fine.
I hope this gets fixed, it doesn't really bother me but its just a heads up. ====