First, if you don't know how to use and alter .zip files then I suggest you let others test.
Second and most important,
make a backup copy of each maps server.zip before doing anything. This backup will be your goto if
you ever want to play online again!!!
Included in each of these .zips is an AI, AIPathFinding,and Gamemodes folder. Plus an updated .desc file so these maps will show in the COOP game menu to play.
(Yes, these maps will only show up in the COOP menu, so use the menus and create a local server.)
Open the downloaded .zips and drag and drop the 3 folders into the opened server.zip
Next drag and drop the .desc file into the
/info folder, overwriting the 'old' one.
The last step is unneccessary, but will increase the number of tickets so you can get a long game on.
This step will also not allow you to play online because of the edit. That's why you made a backup beforehand, correct???
To increase ticket count, open the Init.con file and increase the 50 to 500.
Note, we are using the 64 player layer, but change the 16 layer in the Init.
gameLogic.setDefaultNumberOfTicketsEx 16 1 50
gameLogic.setDefaultNumberOfTicketsEx 16 2 50
to
gameLogic.setDefaultNumberOfTicketsEx 16 1 500
gameLogic.setDefaultNumberOfTicketsEx 16 2 500
This will give both teams 1000 tickets to start, instead of 100.
Save Init, close zips and play.
What to look for on both maps...1) random CTDs...this shouldn't happen as I've ran both maps for over an hour numerous times and things have been good. You never know, however.
2) infantry getting stuck on objects...specific picture(s) are need if I am to correct.
3) vehicles getting stuck on objects...this is a little more difficult to declare as an error as bot driven vehicles have a hard time getting around in the first place.
Anything ridiculous, however (like trying to drive through a house), take a pic.
Map specific stuff...Hurtgen Forest...
This is a infantry only map. Meaning I have not created the vehicle mesh for this map.
I did this as the forest part will be difficult for bots to drive around.
I'm not opposed to creating one, but I'd need a good reason to spend my time doing it as just the preperation would be very time consuming.
Don't think this still exists, but the bots seem to kind of f*ck around/ mill about at the beginning of the round.
SLs are gungho, the rest of the platoon needs coffee.
Once they been killed a single time or are getting steamrolled they snap back into normal behavior.
Vossenack...
Main thing here are vehicles getting stuck, which they will, especially the German tanks in the town.
Not a whole I can do, but delete their ability to even get there. Which is not ideal.
I have seen both sides drive the other back to their home bases, tanks leading the way, however.
Also, the roads that are at the edge of the Combat Area (Northeast, Southwest and South) are not bot friendly.
They are meshed, but they seem to hesitate alot.
I really only included those areas so that players would realize they had other options driving around.
Things I am not interested in...The GPO layout. Meaning CPs, Vehicles, etc...
These layouts are for testing only and do not represent AT ALL what the final GPOs and StrategicAreas.ai will look like.
My involvement only entails creating the navmesh and correcting navmesh mistakes.
I'm giving you guys something to work with...a canvas for bot play...A FH Dev or one of you guys need to handle this part.
Have fun, and prepare to get killed from unseen bots in forests of Hurtgen!
LINKS...
https://rapidshare.com/files/2452850891/hurtgen.ziphttps://rapidshare.com/files/3042810149/vossenack.zip