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... what are you using global values for?
If these are difference instances of *the same* object, then you'll be having a lot of fun with this and you will need to be using custom movement. Here's my idea:
Idea 1
Develop the object in one-player, then clone the object (with a separate list entry) and change the new one to two-player. This is inefficient, but not very difficult to do.
Idea 2
Set one of the global variables' names to "player_control" or some variant thereof. At the start of the game, spread value 0 into this variable for this object. This will set the first object to value 0, and every object thereafter to value 1, 2, 3, etc which will let you tell which player is which.
If your object can tell which player is controlling it, then logically you should be able to code different input / response for each player. I haven't found a reliable method for MMF2 for variable player input that isn't LUA, so you'd have to code all of the input manually. (My MMF2 refuses to patch, btw.)
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