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Battlefield Modding Tutorials BFMODS • View topic - Why doesn't bots use pistol?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sun Nov 30, 2008 8:47 pm 
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Posts: 177
Yep, in fact when i make it spawn at temple they get in but just go up and stay up at temple...
If i make it spawn at the bridge (the closest flag to temple) then it moves to other flags and start to frag hard
But still it's not moving like a human so i'd interested with Urglub's code :)
What's your tweak Urglub??? come on :p

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PostPosted: Mon Dec 01, 2008 9:55 pm 
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Posts: 2015
I learned what bots need.
I can pretty much make them do what ever.
All files in map AI is my trick.
It's not one thing that make them do that or that.
It's a combination of every code in game.

Lines like....
AIStrategicArea.addAllowedVehicleGroup airVehicles
AIStrategicArea.setOrderPosition LandingCraft 700/1230
AIStrategicArea.setOrderPosition LandingCraftFixed 700/1230
AIStrategicArea.setOrderPosition LandingCraftPassenger 700/1230

aiStrategy.setStrategicObjectsModifier North 0.0 Owned
aiStrategy.setStrategicObjectsModifier North 0.0 Neutral
aiStrategy.setStrategicObjectsModifier North 0.0 Hostile

rem * Team2End *
aiStrategy.createPrerequisite TeamBEReq
aiStrategy.addCondition TeamBECond 10.0

rem * Team 1 Start *
aiStrategy.createConstantCondition TeamAACond Crisp EqualSmaller Friendly ControlPoint 2
aiStrategy.setConditionStrength Required

Fixing code errors from dice is another trick of mine.
OH1??? WTF
Press 4 to shoot a heatseeker?! :shock:

This all is a taste of what makes bot do things I want em too.

Making bots see further or shorter, depending on map is another thing.
Making them use more weapons at right time is a third thing.

When you learn that bots do what you tell em to do, then you know what I speak about.
Before that, they just do alot of funky stuff.

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PostPosted: Tue Dec 02, 2008 12:06 am 
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PostPosted: Tue Dec 02, 2008 6:09 pm 
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Hastings, why bots wait?
Becouse DICE told em to.... :lol:
I told them to fight.
Some choppers, slicks only attack First firebase.
Aha, you might say now and dig into strategic area code.
If first firebase is taken by US, they don't go anywhere with org. code.
Look at first firebase code and ad what's missing from it compared to Plantage and see what happens.

Flag type also have a part in all this...

Pretty much every AI code has to be tweaked to fit for just that map, otherwise they do strange things that you don't want em to.

Giving every flag a new tactic was my biggest step forward.
This also means that you have to give each flag a differant flagtype.
And flags you don't want them to attack you give a value of 0, not leave them out of code.
So if there are 6 flags, you create 6 tactics for each team.
Now you can make them go from flag to flag as you want em to.

As adding actually working AI code was my purpose with Patch2.0.

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PostPosted: Tue Dec 02, 2008 8:23 pm 
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When do you guys expect to release the 2.0 patch? It sounds like it will make the game alot better from what I've read you guys are putting in it.

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PostPosted: Wed Dec 03, 2008 5:45 pm 
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My part is done pretty much.
I don't know about the others.

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PostPosted: Wed Dec 03, 2008 8:25 pm 
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Well I guess for me it doesn't really matter anyway since my game won't work and people stopped trying to help me...

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PostPosted: Wed Dec 03, 2008 11:19 pm 
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Did you try the InstallShield engine reinstallation thing I posted?


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