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  3. It is technically impossible to create a co-op mod for Black Ops 2.

It is technically impossible to create a co-op mod for Black Ops 2.

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  • sunny6undefined Offline
    sunny6undefined Offline
    sunny6
    wrote last edited by sunny6
    #1

    It is technically impossible to create a co-op mod for Black Ops 2.

    Let's be honest, it would be possible if it weren't for one thing. Black Ops 2 does not have built-in code for co-op in the regular version of the game, unlike MW2 (which has a co-op mod based on special operations within the game) or Black Ops 1 (which also has a co-op mod based on the in-game zombie mode). Black Ops 2 does not have a built-in zombie mode in the game, as the zombie mode is essentially a separate game that the regular version throws us into.

    Okay, let's say it's possible to make this mod, but that means either trying to rewrite the code and optimise it yourself, or, with the absence or crutches of cast scenes, transferring all the campaign mission maps and reworking them for multiplayer as custom maps. Okay, forget about the maps, but what about the features of BO2? We're stuck with two things: the interface and Strike Force. First, the interface: the equipment selection system before a mission in BO2 is hard-coded into single-player mode. In multiplayer or zombie mode, the menu works completely differently. For this to work in co-op, modders will either have to create a lobby interface from scratch that can transfer data about selected weapons to the mission script, or simply cut this feature out, depriving the game of its main feature. But while the interface can still be redrawn on crutches, Strike Force missions are a dead end. First, there is a conflict of mechanics. Strike Force requires the engine to be able to instantly switch between the god camera (tactical view) and the body of any soldier or drone on the battlefield. In the multiplayer engine, on which the mod would have to be made, the essence of the ‘player’ is static. Attempting to force the server to transfer control from one bot to another to two different people at the same time will cause the network code to simply ‘go crazy’ from synchronising so many variables.

    Secondly, there is the issue of non-linearity and scripts. The BO2 campaign is the first part of Call of Duty where your actions directly change the state of the world (if you kill a character, they do not appear in the next scene). In multiplayer, the maps are static. For co-op to work, modders would have to:

    Either cut out all the branching paths, turning BO2 into a ‘rail’ shooter.

    Or write an external database that would compare the decisions of both players in real time, which for a fan mod is a task on the level of developing a new game.

    Conclusion: Making a ‘co-op’ for BO2 isn't just about transferring maps. It means building a new game from scratch based on multiplayer, while losing 70% of what makes Black Ops 2 unique: customisation, tactical control, and influence on the storyline.

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    • Resxtundefined Offline
      Resxtundefined Offline
      Resxt
      Plutonium Staff
      wrote last edited by
      #2

      Thanks for the AI sum up, now I don't have to ask an AI

      sunny6undefined 1 Reply Last reply
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      • Resxtundefined Resxt

        Thanks for the AI sum up, now I don't have to ask an AI

        sunny6undefined Offline
        sunny6undefined Offline
        sunny6
        wrote last edited by
        #3

        Resxt Dude, just because I wrote my thoughts using a DeepL translator (due to the banal language barrier) doesn't mean I wrote it using AI lol.

        DrSkum88undefined Decundefined 2 Replies Last reply
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        • sunny6undefined sunny6

          Resxt Dude, just because I wrote my thoughts using a DeepL translator (due to the banal language barrier) doesn't mean I wrote it using AI lol.

          DrSkum88undefined Offline
          DrSkum88undefined Offline
          DrSkum88
          wrote last edited by
          #4

          sunny6 said in It is technically impossible to create a co-op mod for Black Ops 2.:

          Resxt Dude, just because I wrote my thoughts using a DeepL translator (due to the banal language barrier) doesn't mean I wrote it using AI lol.

          AI slop is slop. Doesn't matter how much of it you used your post looks like something useless ChatGPT would spit out.

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          • Xerxesundefined Offline
            Xerxesundefined Offline
            Xerxes
            Plutonium Staff
            wrote last edited by
            #5

            DeepL usually does not produce that strong of a slop (at least when using German or English as target language).

            1 Reply Last reply
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            • sunny6undefined sunny6

              Resxt Dude, just because I wrote my thoughts using a DeepL translator (due to the banal language barrier) doesn't mean I wrote it using AI lol.

              Decundefined Offline
              Decundefined Offline
              Dec
              Contributor
              wrote last edited by
              #6

              sunny6 I use deepl translater for all my servers and its not as bad as this jajaja

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