Battlefield Modding Tutorials BFMODS https://battlefieldmodding.com/ssm/phpBB3/ |
|
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 ![]() 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. ![]() 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. ![]() 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! ![]() |
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 |
Page 1 of 2 | All times are UTC |
Powered by phpBB® Forum Software © phpBB Group http://www.phpbb.com/ |