Gandos Coop Campaign - Downtown District 1.0.0

Post GTA1/GTA2 maps here (finished and work in progress).
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Gandorques
Jaywalker
Jaywalker
Posts: 6
Joined: 22 Feb 2026, 16:17
GH nick: Gandorques
Location: Germany

Gandos Coop Campaign - Downtown District 1.0.0

Post by Gandorques »

Gandos Coop Campaign
Downtown District
Version 1.0.0
gcoop_wil100.zip
(294.73 KiB) Downloaded 2 times
Based on valps fantastic work with Downtown Co-op Campaign mode,
I created a Coop Conversion of Downtown with a expanded Set of Features (and hopefully the other 2 Districts in the Future).

Since this is technically still a Deathmatch, I recommend you to turn off the Time Limit (unless you want that pressure), turn On the Cops, and Set a Gamemode to Points Game with a Goal of around 10.000.000, so the Level wont end early or accidentaly.
The Game will end properly when the Scripted Endgame conditions are met.

Use the Tutorial Phone at the beginning to get a explanation of the Key features, and go to the southeastern area of the Church to configure the Game Settings.

Ill add some Screenshots later. Im tired of all that coding, testing, documenting and writing this post. I need some sleep. [sm-01]

Key Features are:
  • All Missions are playable with 1-6 players.
  • While only the host can start Missions, all Missions can technically be finished by every Player alone.
  • When any Player dies during a Mission, a Team Life is deducted. When the Lifes drop below 0, the Mission is failed.
  • Only the Host needs the Respect for a Mission. When another Player would not have enough Respect to participate in Mission, he automatically Pays 1.000$ per Respect Point needed to have his Respect adjusted. If he is broke, the Respect is still adjusted out of pity. :-P
  • Safety checks in Missions to Prevent crashes when Players stand in Mission Object Spawn Locations. A Message will inform you that you should move away from your Location to Progress.
  • Players in cars can use their horn to invite nearby Players onto their backseats.
  • You can change your Player Skin at the Church to every possible Ped Skin in the Game by entering the left or right side of the Entrance. Cycling up and down through the Skin list respectively.
  • A "Walk in" Settings Menu at the southeast area of the Church where the Host can adjust some Options.
  • Outside of Missions, Players can now go to the Church and donate 25.000$ towards the District Goal of 1.000.000$ (40 Donations). This is a Workaround to get around the Engines Integer Limits, and to get the Players spend their Money responsibly. A Counter showing how many % of your donation goal you reached is visible whenever you are not in a Mission.
  • Mission Pay is split evenly among all Players, so reaching that donation goal and having enough money for goodies will be a challenge.
  • Death costs a Player 2.000$.
  • If the dying Player cant pay 2.000$, the whole Team has to pay 2.500$ each. This is to prevent PVP Farming for Cash.
Adjustable Ingame:
  • Difficulty (0-6) - A Difficulty scaling system that adds additional challenge to some Missions, and often gives the extra Players something more meaningful to do than just Tagging along. This can also be turned to 0 to keep everything as close to Singleplayer as possible. Mostly adds Wanted Level, additional Enemies, and Enemy Gangs chasing you, in Missions where it makes sense. Default is 1 Diffculty Level per Player.
  • Team Lifes (0-99) - The pool of Team Lifes during Missions. Default is 1 Life per Player.
  • Enemy Multiplier Override (0-50) - This overrides the Default Enemy Multiplier with a custom Number. Setting this value beyond 6 might work out for you, but overdoing it can crash the Game! By Default is set to the Difficulty Value which is within safe and tested boundaries. I wont take bug Reports seriously by People who turned this value beyond 6, but I gladly accept your footage if it doesnt crash the game. :-)
Known Bugs:
  • When a Cop or other NPC tries to pull a Player out of a Car who is on the Passenger Seat, and no Driver is present, the NPC will instead enter the Car and crash the Game. To migitate that issue, all Players are forced out of a Car when the Driver leaves. But there is still a short timeframe between the Driver and the Passengers leaving where that bug might still occur. I see no way to completely prevent that issue via Scripting.
Still Missing Features/Personal Wishlist:
  • Coop Kill Frenzys
  • Custom Multiplayer Side Activities and Minigames
  • Since Saving your Progress is impossible in Multiplayer. You have to beat this thing in one Sitting. I might add some Debug/Cheat Features in the Future that allow you to manually replicate your Progress quickly.
Here is the Link to my Google Drive Project Folder.
It contains the current Set of Mission Files, and a Documentation that goes further in depth about the adjustments made to each Mission, the feature Toolbox I prepared, and how to use these features for your own Levels.
I invite everyone to take a look at the Documentation and leave comments with their ideas and thoughts.
Feel free to modify or expand the functionality or Re-Use every element you want for your own Projects, and contact me if you like something new implemented in this Project.

I also want to thank valps again, since his Reverse Engineering and Coop Modding work inspired me to learn GTA2 Scripting and begin this Project.
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