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Battlefield Modding Tutorials BFMODS • View topic - Adding bots to non COOP maps!

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sat Jan 29, 2005 4:08 am 
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Last edited by tanfhltu on Sun Jan 30, 2005 3:34 am, edited 2 times in total.

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PostPosted: Sat Jan 29, 2005 4:24 am 
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PostPosted: Sat Jan 29, 2005 4:29 am 
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PostPosted: Sat Jan 29, 2005 6:11 pm 
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now this is a good idea cuz all are clan sever are emty intell we get in there but this is awesome good work
do you think this well work for DC_final?

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Last edited by shadowfox on Sat Jan 29, 2005 6:27 pm, edited 1 time in total.

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PostPosted: Sat Jan 29, 2005 6:25 pm 
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there's no reason why this shouldn't work for ANY mod (you could take the AI code out of GCX and make your GC maps have bots :D )

one downside i've just noticed tho... the bots dont show up as players when you look at the server from the server window in bf. but their there duking it out (we might be able to fix this .. i dunno....)

also, the setting "aiSettings.setMaxNBots", change that to the number of bots you want (i've set mine to 8 ).

another thing i've noticed too... modify the soldierspawns.con so that any soldier spawners that exist in the SinglePlayer\SoldierSpawns.con have matching coordinates (this'll ensure bots spawn in the mappath) DO NOT just copy everything out of SinglePlayer\SoldierSpawns.con into your Conquest\SoldierSpawns.con... since there may be different names for the soldier spawners in the SinglePlayer version .

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Rules??? Don't be silly... this is war


Last edited by tanfhltu on Sat Jan 29, 2005 6:59 pm, edited 1 time in total.

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PostPosted: Sat Jan 29, 2005 6:30 pm 
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some of those files that i need to edit are not in dc_final :?

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PostPosted: Sat Jan 29, 2005 6:58 pm 
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