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« on: 03-12-2011, 15:12:10 »
Hey people, I got a question about modding Bf2, especially a FH2 map WITHOUT using the editor.
I just downloaded the SP/Coop support for Vossenak and Hurtgen Forest. When I started playing Hurtgen Forest, I didn't like that all of the defensive positions are neutral from the beginning. So I went to the server.zip/gamemodes/gpm_coop/ folder and opened "Gameplayobjects.con". I edited the CP sections, adding "objecttemplate.team 1" instead of ".team 0". Worked. Then I fugured out that you can't spawn there! So all the defensive positions were without a bots that defend them, when they reached it, The US already took half the map, the first minutes were boring and when you die, you have to walk the whole way to the front from the base, because there are also no vehicles.
So to solve both this problems, I replaced the Gamplayobjects file from the gpm_coop/ folder with the one from gpm_cq, because I thought, there I got spawnpoints and vehicles. That was true, and it worked. In the beginning.
But when I as American now take, for example, the CP bridge - I can't spawn there like the the Germans could before and, now comes the best part: They still can as if the bridge was under their control! Thats very strange, because in MP, the CP system is working fine.
Also a problem is that Bots never use static machineguns or vehicles, but that's due to the navmesh, I think.
I tried everything I could, but neither changing the strange ".team -1" of some cps to "2" nor removing ".unabletochangeteam 1" had an effect.
So if thier's anything I can do to solve this problem, to spawnpoints be used by the faction that's owning the CP: Perhaps adding a specific line to the CP section of the gamplayobjectsfile or removing one - Please let me know.