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Battlefield Modding Tutorials BFMODS • View topic - Omaha Mod

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Omaha Mod
PostPosted: Wed Jan 16, 2008 9:52 pm 
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Hey guys im makeing a omaha beach mod and heres what im invisioning im gunna get only people on the blue team and only bots on the red team now what i wanted to do was keep the action focus more on the actual beach part first thing i wanted to do was take out all the upper bases and spawn points i only want 2 spanw areas on the map one is on a ship or something of that sort in the bay and one is up at and inside the bunkers now heres the parts that im having trouble with this map isnt really being made so a team can persay win its just for intense fun actiony goodness i have no idea how but i want to make lots of visible explosions on the beach and i want all the enemy bots to stay up insde bunkers and in that area like ontop of the hill and i want to try to get them to aimlessly just spit down as much unaccurate led as phyisically possible so it makes a seemingly wall of led come down at the players accuracy dont matter just as long as it stays intense

doubt this will work ss so ill just say i want ti to be client mod and its DCF

any help with these bots would be greatly appreceated ;-)


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 Post subject: Re: Omaha Mod
PostPosted: Wed Jan 16, 2008 10:48 pm 
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I scanned your post for any periods pinky..and I didn't find one! :shock: lmfao

Anyways...

Bots on one side: I asked this question awhile back myself, and I believe there was a line to force bots to one team.

Axis soldier spawners in bunkers: No problem, just move the soldier spawns where you'd like them to be...you would just have to edit SoldierSpawns.con. Use 'console.showstats 1' to find positions in-game by walking around.

You could just rem out the axis top base flag, i think.

I might have some code that added MGs (4 total) to each bunker window. You could do something like that, maybe. If client-side, maybe remove the overheat? There may be some sort of AI settings to get the bots to lay on the trigger but i don't know much about that stuff...if that doesn't work, you could make *some* of them fire dummy projectiles.

Explosions...can you spawn projectiles in DC? If so there u go..if its like vanilla, then no. For SS, you could drop a small object from the sky, they'd explode on impact..lol. Client-side, I'm not sure, there's a few ways to do it.

Just look at the bot settings, look at other vehicles for examples...maybe some of the AI guys here could help, I hear the battlefield singleplayer forums have good AI coders.


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 Post subject: Re: Omaha Mod
PostPosted: Wed Jan 16, 2008 10:54 pm 
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well thanks for the info and insults about me periods....... The. Only. Things. I. Really. Have. Trouble. With. Is. This. Bot. Part. and the explsions but now i have explosions coverd ill start on bots THX.......


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 Post subject: Re: Omaha Mod
PostPosted: Thu Jan 17, 2008 8:18 am 
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Posts: 2015
For explosions you can do this.
This is for the weapon landmine;
velocity 100 (experiment)
And this is for the projectile;
ExplodeNearSoldier 1

Change material and material2 to 70??? Think this is a dummy material.
Check handgrenade for material, it's first material is a dummy.

Keep the ExplosionForce on landmine if you like to see people fly around like cracy, or ad more.

Then ad this in AI code for Landmine.
min distance 50
max distance 200
soldiers 19
precision 100

Now you will have frisbee explosions everywhere.

For making the bots stay, repaint area where they are allowed to walk.

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 Post subject: Re: Omaha Mod
PostPosted: Wed Jan 30, 2008 12:20 am 
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 Post subject: Re: Omaha Mod
PostPosted: Wed Jan 30, 2008 8:17 am 
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ExplodeNearSoldier 1
Will make a landmine explode when a soldier get close to it.
It uses same distance as
ExplodeNearEnemy 1 (is only for vehicles.)

Material2 70
Material = direct hit
Material2 = splash damage.
70 is material for grenade direct hit, when you throw it at someone and hit him=no damage.
Will just make you bounce around.
If you ad damage 0.0 for all materials that you wanna bounce around with it.
BF1942 has a lot of missing code in game.rfa
You can ad missing code in ost.con to give it your twist of it.
But best is to edit code in game.rfa

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 Post subject: Re: Omaha Mod
PostPosted: Wed Jan 30, 2008 9:54 am 
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to make bots all on one team or the other, first set the number of players on battlefield server manager to whatever you want, mines 20, then click on the "GAME" tab, 'bout 1/2 way down it says "Allied/Axis Ratio". the first slider is blue team, the second red, mines set at 0:3, first slider all the way to the left, bodabing, 8-) no bots on blue stealin ur tanks or whatever! as people, or pingers join, red team goes down. smelly..... ;-)

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 Post subject: Re: Omaha Mod
PostPosted: Wed Jan 30, 2008 12:31 pm 
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Then make every spawner AIonly on one team.
Now people have to spawn on other team.
Problem solved.
Bots VS Humans 100% true

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