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Battlefield Modding Tutorials BFMODS :: View topic - Bots in Counqest-Modus(bf1942) block all ships
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Bots in Counqest-Modus(bf1942) block all ships
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=4065
Page 1 of 2

Author:  michib [ Wed May 21, 2008 1:08 pm ]
Post subject:  Bots in Counqest-Modus(bf1942) block all ships

Hello friends Image


I added bot support in some maps(CQ-modus) of my bf1942 maps.
Around 14 bots in map with own bot names, it works great online.

Here my question:
I want bots in my modded Midway(Counqest-modus) map also.
I added bots in this map.
Its work also great, but the stupid bots go into all ships and block
this permanent. You cant use no more the ships.

I attempted some things to fix this problem:
I experimented with spawnPointManagerSettings.con and put in
this the ship soldier spawn groups:

example for PrinceOW(copied from PrinceOW/Objects.con:
rem PoW
spawnPointManager.group 66
spawnPointManager.groupTeam 2
spawnPointManager.groupIcon test1.tga
rem spawnPointManager.groupStatus 0
spawnPointManager.OnlyForHuman 1

rem PoW
spawnPointManager.group 67
spawnPointManager.groupTeam 2
spawnPointManager.groupIcon test1.tga
rem spawnPointManager.groupStatus 0
spawnPointManager.OnlyForHuman 1


The result is, the bots can no more spawn on ships. Image

But the humans cant spawn on ship also no more.
You cant no more see the spawpoints on ships in spawnpoint menu.
You cant no more spawn in game, because all ships
have disabled spawnpoints. Image

What i can do that i have bots in my map, but the
bots spawn on carrier deck and island flags only?
Maybe change somethings in AI?



You have any ideas?
PLEASE HELP ME!!!

Thank you all for help! Image

Author:  Bongholio [ Fri May 23, 2008 9:34 am ]
Post subject: 

do this to the ships bot object files
aiTemplatePlugIn.setStrategicStrength 0 0
aiTemplatePlugIn.setStrategicStrength 1 0

then yell on radio f6,f7
you should hurry to a position anyway
once you get one tap the other seat positions like a maniac and they should bail if the radio
command is ignored as long as the bots aren't locked/tracking on anyone

Author:  michib [ Fri May 23, 2008 1:52 pm ]
Post subject:  Re: Bots in Counqest-Modus(bf1942) block all ships

Hi



This is serverside.
In the Midway/Counqest.con of this map i put:

include ../../../../../objects/vehicles/sea/fletcher/ai/objects.con
include ../../../../../objects/vehicles/sea/fletcher/ai/weapons.con
include ../../../../../objects/vehicles/sea/Hatsuzuki/ai/objects.con
include ../../../../../objects/vehicles/sea/Hatsuzuki/ai/weapons.con
include ../../../../../objects/vehicles/sea/PrinceOW/ai/objects.con
include ../../../../../objects/vehicles/sea/PrinceOW/ai/weapons.con
include ../../../../../objects/vehicles/sea/Yamato/ai/objects.con
include ../../../../../objects/vehicles/sea/Yamato/ai/weapons.con


If i want to change the Object/Ai/objects.con
then i can do it only over the Midway/Counqest/ObjectSpawnTemplates.con, right!?
I put this lines for example Hatsuzuki in the file:

ObjectTemplate.Active Unit HatsuzukiUnit
aiTemplatePlugIn.equipmentType 2
aiTemplatePlugIn.setStrategicStrength 0 0
aiTemplatePlugIn.setStrategicStrength 1 0

aiTemplatePlugIn.create Unit HatsuzukiRearGunUnit
aiTemplatePlugIn.equipmentType 9
aiTemplatePlugIn.setStrategicStrength 0 0
aiTemplatePlugIn.setStrategicStrength 1 0


But then the game will crash, because
"the AI TemplatePlugIn Unit HatsuzukiUnit already exist"
"the AI TemplatePlugIn Unit HatsuzukiRearGunUnit already exist"

I tryed with:

ObjectTemplate.Active HatsuzukiUnit
aiTemplatePlugIn.equipmentType 2
aiTemplatePlugIn.setStrategicStrength 0 0
aiTemplatePlugIn.setStrategicStrength 1 0

aiTemplatePlugIn.create HatsuzukiRearGunUnit
aiTemplatePlugIn.equipmentType 9
aiTemplatePlugIn.setStrategicStrength 0 0
aiTemplatePlugIn.setStrategicStrength 1 0


The game will not crash,
but no effect in game with F6F7 of course.
================================================

I tryed rem out the lines
In the Midway/Counqest.con of this map i put:

include ../../../../../objects/vehicles/sea/fletcher/ai/objects.con
include ../../../../../objects/vehicles/sea/fletcher/ai/weapons.con
rem include ../../../../../objects/vehicles/sea/Hatsuzuki/ai/objects.con
rem include ../../../../../objects/vehicles/sea/Hatsuzuki/ai/weapons.con
include ../../../../../objects/vehicles/sea/PrinceOW/ai/objects.con
include ../../../../../objects/vehicles/sea/PrinceOW/ai/weapons.con
include ../../../../../objects/vehicles/sea/Yamato/ai/objects.con
include ../../../../../objects/vehicles/sea/Yamato/ai/weapons.con


But the game will crash without this lines.
Please help!

Author:  freddy [ Fri May 23, 2008 2:14 pm ]
Post subject:  Re: Bots in Counqest-Modus(bf1942) block all ships


Author:  michib [ Fri May 23, 2008 3:08 pm ]
Post subject:  Re: Bots in Counqest-Modus(bf1942) block all ships


Author:  Bongholio [ Fri May 23, 2008 3:32 pm ]
Post subject: 

ObjectTemplate.Active Hatsuzuki
rem aiTemplatePlugIn.equipmentType 2
aiTemplatePlugIn.setStrategicStrength 0 0
aiTemplatePlugIn.setStrategicStrength 1 0

Author:  freddy [ Fri May 23, 2008 4:11 pm ]
Post subject:  Re: Bots in Counqest-Modus(bf1942) block all ships


Author:  michib [ Fri May 23, 2008 5:44 pm ]
Post subject:  Re: Bots in Counqest-Modus(bf1942) block all ships


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