(adsbygoogle = window.adsbygoogle || []).push({});
I found this a week or two ago, and I've just been messing with people and stuff with this by inviting them to Co-Op games
It involves the same stuff as my last tutorial.
That is:
Unkn0wn's CVAR Tool
USB
The steps:
Get save off PS3 using USB
Open save in Unkn0wn's CVAR Tool
Now, here's the tricky part - you must put this dvar:
coop_mapname
Put one of these:
af_caves
dcburning
cliffhanger
gulag
roadkill
oilrig
af_chase
airport
ending
invasion
arcadia
favela
boneyard
dcemp
estate
favela_escape
trainer
dc_whitehouse
Now, here's the thing - a LOT of these have glitches and/or things that break the immersion. For example, during the mission that involes the estate, Player 2 can freely move around during the ending. During the gulag mission, Player 2 spawns in an area unaccesible by Player 1. However, I've tested a lot of these, and most work fine. I've tested the Ending, and Player 2 can view the sequence from any angle. It looks pretty funny to see your co-op player move around during a very serious sequence.
OBV. GLITCHES:
Both players show up as "FX". This is because IW didn't feel like implementing a player model for SP.
Just like model swaps back in the 1.11 days, a gun will be floating near your head and it will be very visible. It isn't too big of a deal.
FOR EXTRA FUN:
In the mapname, say if you have
gulag
You can add extra dvars like this
gulag;jump_height 999
And BOTH PLAYERS will get the jump_height(and there will be 0 desync, similar to what you'd get if you put jump_height in your save)
Well that's all I've found for Spec-Ops, lol.