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Battlefield Modding Tutorials BFMODS • View topic - Getting bots to TK

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: Getting bots to TK
PostPosted: Wed Jul 22, 2009 2:37 am 
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 Post subject: Re: Getting bots to TK
PostPosted: Wed Jul 22, 2009 10:09 am 
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Nice one POTA!
I like it when only one line change the whole game ;-)

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 Post subject: Re: Getting bots to TK
PostPosted: Wed Jul 22, 2009 2:46 pm 
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 Post subject: Re: Getting bots to TK
PostPosted: Wed Jul 22, 2009 6:22 pm 
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 Post subject: Re: Getting bots to TK
PostPosted: Wed Jul 22, 2009 7:29 pm 
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I've never heard of putting a GAME out front, I don't believe that is valid syntax for anything.

You have to set the scores globally in Game.rfa, or you can remove it from Game.rfa, but you have to set up every map individually after that. Or... else?

That's a good point actually. Anybody want to take the ScoreManager.xXXX lines out of game.rfa and see what the game does as far as scoring?


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 Post subject: Re: Getting bots to TK
PostPosted: Wed Jul 22, 2009 9:01 pm 
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 Post subject: Re: Getting bots to TK
PostPosted: Thu Jul 23, 2009 3:03 am 
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Good News. I tried:

1) Adding ScoreManager.TK -2, etc. to OST. No good.

2) Adding Game.ScoreManager.TK -2, etc. to OST. No good.

3) Adding Game.SetScoreManager.TK -2, etc. to OST. No good.

4) Adding ScoreManager.TK -2, etc. to OST and commenting out the scoremanagersettings in the game rfa of my mod.

To my surprise, it worked. I thought the Base BF1942 mod scoremanagersettings would have overriden, but no. Since that worked, i loaded another map in the mod whose OST i didn't update with scoremanager settings. There must be default values set behind the scenes, because not only was i getting points, but some that didn't match any of the various scoremanager settings in the game rfa. For example, i was getting 1 point for a kill, but 5 points for every control point taken. Each map in the mod will need to be given its own score values, otherwise those defaults will take precedent. I can live with that! Thanks for all the great ideas! Matt


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 Post subject: Re: Getting bots to TK
PostPosted: Thu Jul 23, 2009 3:52 am 
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Aha, so there is some sort of default value set behind the scenes. Interesting.

This makes me wonder how much we can remove from certain objects and still have them work. For example, what if we removed the line of code for the MP40 that tells the size of the ammo clip. Would a default come into place? Would the game crash on load? Would it crash when the weapon is taken out? Etc.


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