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Battlefield Modding Tutorials BFMODS • View topic - AI vehicle usage

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: AI vehicle usage
PostPosted: Wed May 07, 2008 1:57 pm 
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Joined: Mon May 05, 2008 2:19 pm
Posts: 8
Editing AI\StrategiesAreas.con remming for the SANVABase all vehicle groups should make the bots stay away and just walk the map. Is not it ?


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 Post subject: Re: AI vehicle usage
PostPosted: Wed May 07, 2008 2:15 pm 
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Joined: Tue Nov 27, 2007 7:56 pm
Posts: 1226
Well, this is a bit weird. You're not very clear... Have you had succes then? Urglub is more the man of AI modding since he has a COOP server. It seems logical to me that they do stay away. But again, I have no knowledge of AI modding at all...


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 Post subject: Re: AI vehicle usage
PostPosted: Thu May 08, 2008 7:37 am 
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 Post subject: Re: AI vehicle usage
PostPosted: Thu May 08, 2008 8:48 am 
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 Post subject: Re: AI vehicle usage
PostPosted: Thu May 08, 2008 10:38 am 
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Posts: 621
Location: United States of America
may i add, although not BFV, keeping bots out of say apaches, or hinds, in DC, or DC_Final, if you succeed, crashes too. look for posts from hellfire, he got close, (also Voltano is the "stuff" with bots), and as far as AI strategies, look into DCX or DCFX, bots there play almost human like....

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 Post subject: Re: AI vehicle usage
PostPosted: Thu May 08, 2008 11:25 am 
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Joined: Thu Jun 15, 2006 9:36 am
Posts: 2015
Your on the right map, that's a start. ;-)
If your trying something, your on the right path.

Rem pbr spawns out in soldierspawns.con, no more bots boating.

Understanding AI and what it reacts on takes a lifetime.
Making vehicles not used and leave them for humans I know only one way to do.
I use towerspawners for this, look at US Airtowers.
One for AI allows them only to spawn on flag when there is a vehicle where there spawnpoint is.
If they run already, you have to fix pathmap so they can't reach vehicle.

Boats, they are transport vehicles.
If you have one trail that works, you can't get a second one to work. :evil:

This files I tweak bots with.
BfVietnam/levels/GameWarden/ai/condition.con
BfVietnam/levels/GameWarden/ai/prerequisites.con
BfVietnam/levels/GameWarden/ai/StrategicAreas.con
BfVietnam/levels/GameWarden/ai/Strategies.com
and pathmaps you have to play with in editor42.

Easy, far from it.

BFV bots and BF1942 bots are far from simular in behavior.

BFV bots are badly done from start, but have more posibilitys then 1942 bots when done correctly.

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 Post subject: Re: AI vehicle usage
PostPosted: Tue Oct 27, 2009 3:33 am 
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Joined: Wed Dec 19, 2007 8:21 pm
Posts: 256
Urglub, could you please post a tut on how to use the ED42 editor for creating pathmaps that work in BFV?


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 Post subject: Re: AI vehicle usage
PostPosted: Sat Oct 31, 2009 11:14 pm 
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Joined: Wed Dec 19, 2007 8:21 pm
Posts: 256
Delete last post - I now have this from a source elsewhere and it rocks.


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