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Battlefield Modding Tutorials BFMODS • View topic - Maximum Players on a team

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sat Oct 03, 2009 2:38 am 
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So this is client side correct?

Because if so, you could make a map like this fairly easily.


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PostPosted: Sat Oct 03, 2009 2:41 am 
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It is CSM, but I've been having a multitude of hardware problems, and getting back into modding

Maybe you could help?

Basically you get a minigun, some good weapons and limited health pack. The bots spawn fast and overrwhelm you. See how long you survive


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PostPosted: Mon Oct 05, 2009 1:40 am 
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PostPosted: Mon Oct 05, 2009 7:21 am 
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PostPosted: Mon Oct 05, 2009 10:47 am 
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All you have said you wanted to do is easily doable for single player use. The only thing that is not possible is the increasing health which, to put it simply is not possible to code with the Battlefield 1942 Engine.

The first thing your going to want to do to accomplish this Horde Berlin, is to change all axis spawn points so that only AI can use them. This will prevent humans from spawning on those command posts and will allow the AI to act as a Horde. The second thing your going to want to do is make those flags Uncapable Bases. This will prevent a human player playing on the allied side from capturing the horde spawn points and eliminating the horde. Alternatively you could make them capable with a very long capture time, forcing human players to hold out while they attempt to 'kill the brood' if you will.

The next thing you want to do is make the German Soldiers have more health, and take a plentiful number of hits. Now heres where I can suggest something interesting. It is possible (partially) to make random soldier models for the soldiers. If you managed to assign new materials to different models, and then randomize them, you would get a large group of week soldiers, mixed in with some more powerful units that sported tank or naval armor instead of flesh. Maybe about one in ever 10.

The next thing to do is to customize each Axis kit so that it has only knives, easy enough with the removeTemplate code.

The last thing to do, is to either use an existing spawn point, or create your own on the Gatling Humvee and spawn it on the map, removing all other Human spawn points to force players to defend the Humvee to survive. This is where you can use AI coding to your advantage. You can allow the Humvee to be stronger than it normally would, and then add a single Bazooka kit with no other acoutraments to the axis side. At which time you code the AI to take extremely higher priority over the knife kits, and lower priority over the Bazooka, even lowering the bazookas offensive strength against vehicles. This will stop every AI character from spawning with a bazooka, and more or less make most spawn with knives, with the exception of (possibly strong, due to those random skins) a few bazooka bots. You will need to code AI anyways to charge straight forward at you anyways, as oppose to lying on the ground and crawling up to the truck.

And to finish this all off you'll need to decide on the Allied spawn position. Are the allies to spawn in the middle of the map off of a moved Allied Command Post? Or are they to hump it from their current position in the Alley way?

All in all getting an exact effect will require lots of time, and lots of code. After its finished all you need do is use the sliders in Co-Op mode to make the bot Ratio higher on the Axis side, and viola, its 2 human players against the horde.


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PostPosted: Mon Oct 05, 2009 11:24 am 
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Another alternative is to just play Left 4 Dead ;-)

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PostPosted: Mon Oct 05, 2009 11:27 am 
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Lolz, or the new Uncharted Beta, or Gears Of War


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PostPosted: Mon Oct 05, 2009 1:43 pm 
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