Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sat Mar 07, 2009 6:11 am 
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Joined: Mon Oct 20, 2008 9:25 pm
Posts: 103
Location: Canada
1st off i haven't posted in a froum in many years, so hopefully this post shows up correctly.

Hey there everyone! Ive been hanging about in the forum for quiet awhile... picking up tips in tricks to modding &

mapping. Im more of a CSM type person, but this seems to be only place to get assistance these days from any BF

modders. Ive made many maps & ive been adding loads of tweaks to my more recent maps. I hate to admit it, but i

think ive hit a snag that i need someone else's eyes to look at & help with. Im making a "coop objective" map... my

1st... like battle of britain. Instead of having building that need to be destroyed i have mobile artillery pieces

to be destroy... specifically the M-1974 & BM21 from DC 0.7 mod for bf 1942. The problem that im having is that when

i attach spawnpoints to these 2 items... so to make an objective style map (when they are destroyed no human or bot

can spawn from them and the team owning them bleeds tickets to game ending)... the bots & humans spawn fine, but the

bots continually gather around the artillery pieces trying to get into them. If i change the code to tell the bots

to enter on spawn, 1 bot will enter the vehicle on spawn and still the other bots will gather around the vehicle

trying to get in. If i change code to bots enter on spawn NO, no bot will enter the vehicle. Human players can enter

the vehicle no matter what situation though. Running the bot stats... it looks as though they are trying to jump in

the vehicle, but reset, then try to jump in vehicle again, then reset... loops forever. Ive thoroughly gone through

the BoB code & DC 0.7 Mi-8 code and still cannot figure out why the bots continue to gather around the vehicles that

they spawn from, even though they are already occupied. During game play, if i jump in 1 of these vehicles frive it

around, the bots will move to the next closest vehicle of this type. If i remove the AI code from the two artillery

pieces the bots run around normally, but will obviously not bother with those vehicles. Im really lost on this one.

Does adding a spawnpoint to a vehicle limit the bots to "that" vehicle? My BoB for some reason doesn't work on COOP,

even though i made a fresh install of bf 1942, so can't tell exactly how the bots opperate on that map. Can anybody

help me with this?

Here is my code -

ArtyTweak.con - run from Coop.con

rem *** Add Soldier Spawns to Arty PCOs ***
ObjectTemplate.active BM21_PCO1
rem ObjectTemplate.active BM21Complex
ObjectTemplate.addTemplate ArtySoldierSpawn
ObjectTemplate.setPosition 30/0/5
ObjectTemplate.setRotation 90/0/0
ObjectTemplate.addTemplate ArtySoldierSpawn
ObjectTemplate.setPosition -30/0/-2
ObjectTemplate.setRotation -90/0/0
ObjectTemplate.addTemplate ArtySoldierSpawn
ObjectTemplate.setPosition 3.4/0/-30
ObjectTemplate.setRotation 180/0/0
ObjectTemplate.addTemplate ArtyAISpawn
ObjectTemplate.setPosition 30/0/5
ObjectTemplate.setRotation 0/0/0

ObjectTemplate.active M-1974_Gunner_PCO1
rem ObjectTemplate.active M-1974Complex
ObjectTemplate.addTemplate ArtySoldierSpawn
ObjectTemplate.setPosition 30/0/5
ObjectTemplate.setRotation 90/0/0
ObjectTemplate.addTemplate ArtySoldierSpawn
ObjectTemplate.setPosition -30/0/-2
ObjectTemplate.setRotation -90/0/0
ObjectTemplate.addTemplate ArtySoldierSpawn
ObjectTemplate.setPosition 30/0/5
ObjectTemplate.setRotation 0/0/0
ObjectTemplate.addTemplate ArtyAISpawn
ObjectTemplate.setPosition 30/0/5
ObjectTemplate.setRotation 0/0/0

rem *** Prevent bots from try'n ta use arty... cause they won't jump in m, somethin ta do wit spawn'n from vehicle

***
rem and we don't want th bots ta move m anyways.
rem Maybe we can remove mobility from arty???

beginrem
ObjectTemplate.active BM21
ObjectTemplate.aiTemplate none

ObjectTemplate.active M-1974
ObjectTemplate.aiTemplate none
endrem


ArtysoldierSpawn.con - run from Init.con

beginrem
ObjectTemplate.create Bundle ArtySoldierSpawnBundle
ObjectTemplate.addTemplate ArtySoldierSpawn
ObjectTemplate.setPosition 0/0/0
ObjectTemplate.setRotation 0/0/0
endrem

rem *** ArtySoldierSpawn ***
ObjectTemplate.create SpawnPoint ArtySoldierSpawn
ObjectTemplate.setSpawnId 3
ObjectTemplate.setGroup 2
ObjectTemplate.setEnterOnSpawn 0
ObjectTemplate.setAIEnterOnSpawn 0
ObjectTemplate.setSpawnAsParaTroper 0

beginrem
ObjectTemplate.create Bundle ArtyAISpawnBundle
ObjectTemplate.addTemplate ArtyAISpawn
ObjectTemplate.addTemplate ArtyAISpawnEntry

ObjectTemplate.create EntryPoint ArtyAISpawnEntry
ObjectTemplate.setEntryRadius 1
endrem

ObjectTemplate.create SpawnPoint ArtyAISpawn
ObjectTemplate.setSpawnId 6
ObjectTemplate.setGroup 68
ObjectTemplate.setAIEnterOnSpawn 0


spawnPointManagerSettings.con - from SinglePlayer folder

rem spawnPointManagerSettings.con created by Battlecraft 1942
rem (C:\Program Files\EA GAMES\Battlefield 1942\Mods\DesertCombat\bf1942

\levels\Firebase_Tango/conquest/spawnPointManagerSettings.con)

rem -----------------------------------------
rem --- group 3 ---
rem -----------------------------------------
spawnPointManager.group 3
spawnPointManager.groupTeam 2
spawnPointManager.groupIcon test1.tga

rem -----------------------------------------
rem --- group 2 ---
rem -----------------------------------------
spawnPointManager.group 2
spawnPointManager.groupTeam 1
spawnPointManager.groupIcon test1.tga

rem -----------------------------------------
rem --- group 1 ---
rem -----------------------------------------
spawnPointManager.group 1
spawnPointManager.groupTeam 0
spawnPointManager.groupIcon test1.tga

rem -----------------------------------------
rem --- group 4 ---
rem -----------------------------------------
spawnPointManager.group 4
spawnPointManager.groupTeam 0
spawnPointManager.groupIcon test1.tga

rem -----------------------------------------
rem --- North_RadarTower Group ---
rem -----------------------------------------
spawnPointManager.group 68
spawnPointManager.groupTeam 1
spawnPointManager.groupEnableToChangeTeam 0
spawnPointManager.groupIcon test2.tga
spawnPointManager.OnlyForAI 1

rem EndOfFile


Im not sure what other files someone may need to look at, but i can supply them. Hopefully someone can help. Please

and thanks!

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