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Battlefield Modding Tutorials BFMODS :: View topic - Adding bots to non COOP maps!
Battlefield Modding Tutorials BFMODS
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Adding bots to non COOP maps!
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=4&t=1001
Page 7 of 9

Author:  VOLTANO [ Tue Dec 18, 2007 9:13 am ]
Post subject:  Re: Adding bots to non COOP maps!

Thank you Urg for your suggestion, I'm going to try that "poppin" code. ;-)
Nice find there bro. 8-)

When you say "poppin", are you referring to the "pop corn" effect such as when a bunch of bots go flying up into the air when shot?

Someone on our server typed this into the game text chat when I first added the "bot blashta gun" ;

Player99: omg ! look at all the botcorn ! lol

When we read his statement, we couldn't stop laughing at his "labeling" the bunch of flying bots as "botcorn". :lol:

So the YModOnExplosion defined by MDT ;
When an explosion effect takes place due to a bomb, the effect of this property is to blow the objects upwards more, i.e., their paths are scaled vertically. This is used for blashting bots higher into the air when shot. :lol:

Author:  Urglub [ Tue Dec 18, 2007 10:07 am ]
Post subject:  Re: Adding bots to non COOP maps!

Yes, they will pop even higher now, more strait up also.
Basicly all shells I use YMod on.
I have M79 on server with Ymod.
Miss and bot is 20 meters up in air.
We have an internal joke about this.
PULL! You drop a M79 shell next to a bot and change to M60 and shoot him down in air.

Map I released has a cruel BM21Sam with YMod.
Fire all 40 rox at same time (altFire) close to a tank.
Before he reaches max altitude it starts to fade away.

YMod works like this.
Radius 10
YMod 2
This will make an eliptic shaped explosion.
Width radius 10
Hight radius 5
How to get most out of it?
Center of a human is about 0.9
You wanna have about 1 meter high explosion here, this will only damage his legs.
Radius 3
YMod 3
Force/damage are calculated from center with same YMod values.
So if you hit this bot anywhere he will die.
But if you miss it will still be alive but high in air.
Tweak damage to be exact to kill on a direct hit on material 40, 41 and 42, no more no less.
Now when you miss bot, he will lose about 30-50% of his life.
Becouse it only gives him damage to legs, not torso, arms and head.
Now turn him into a swiss chees with M60. :twisted:

Without YMod this bot will fly sideways and probebly be stone dead.
Radius will do damage to 40, 41 and 42=Sure death.
M79 has to big radius and kill force in org game.

Lift tanks up, ad more force and radius.
Put some YMod in there so they pop strait up.
Hight on radius should be about 3-4 meters.
This is so cool in tank battles.
Meet a bigger tank, don't hit him, miss him and you winn! :shock:
He can't aim at you if he bouncing around.
Don't make it jump to high, only 1-2 meter or so.

YMod also works with 0.5 value.
Radius 10
Ymod .3
Explosion width 10
Explosion hight ~33
Now bring those plane down with ExPack.

This setting will push everything more sideways.

Think of YMod as an American Football, max force and damage in center, minimum at surface.

PS.
Have a bunch of screenies with player comments on.
Wonder where they get everything from.

Author:  Dagesh [ Wed Feb 06, 2008 4:22 pm ]
Post subject:  Re: Adding bots to non COOP maps!


Author:  Iced Earth [ Wed Feb 06, 2008 7:55 pm ]
Post subject:  Re: Adding bots to non COOP maps!

OMG a new guy that read the tuts! :shock: :lol:

Glad you signed up! Make a similar thread in the 'questions' forum (a new thread is always nice for questions), and it will get more attention. I know a few guys here are good with bots, hopefully you'll get an answer soon.

Author:  Bongholio [ Tue Feb 26, 2008 12:11 am ]
Post subject:  Re: Adding bots to non COOP maps!

go to battlefieldsingleplayer website
get bfspc by HELLISHER and the bf42_r.exe to generate the paths

Author:  Doom27 [ Sun Jun 01, 2008 2:16 pm ]
Post subject:  Re: Adding bots to non COOP maps!

WOW IT DONT WORK
THANKS
.

Author:  Doom27 [ Thu Jul 24, 2008 10:54 pm ]
Post subject:  Re: Adding bots to non COOP maps!

omgosh wow, this doesnt work...yay.

Author:  Why Two Kay [ Fri Jul 25, 2008 12:25 am ]
Post subject:  Re: Adding bots to non COOP maps!

Er... yes it does.

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