Forgotten Hope Public Forum

Forgotten Hope 2 => Singleplayer and Coop => Topic started by: winterhilf on 16-03-2014, 23:03:34

Title: Tunis 16 King of the Hill singleplayer
Post by: winterhilf on 16-03-2014, 23:03:34
Could be my build, but have downloaded patch C (amazing . . .amazing), been playing sp FH2 a lot recently and noticed the 16 layer of Tunis is missing in SP/Coop.

Set it up to play using the existing navmesh, just added a strategic area to the hill and one way neighboured to the 2 teams insertion points.

The koth python code seems to work fine in singleplayer too, although in coop the countdown is normal ticket bleed speed.

http://www.megafileupload.com/en/file/509475/tunis-1943-king-of-the-hill-16-singleplayer-zip.html

Anyone who wants, here it is.
Title: Re: Tunis 16 King of the Hill singleplayer
Post by: winterhilf on 17-03-2014, 20:03:45
Missing from purple heart lane too? Python working alright in singleplayer, 16 layer king of the hill

http://www.megafileupload.com/en/file/511535/purpleheart16koth-zip.html

I might be doing this for just myself, but I don't mind :P
Title: Re: Tunis 16 King of the Hill singleplayer
Post by: gavrant on 21-03-2014, 14:03:43
winterhilf, correct me if I'm wrong, but the strategic areas of PHL 16 have reversed neighboring, judging by what I see in the StrategicAreas.ai. That is, AI can only attack the mains from normandie_cafe while it should attack other way round - normandie_cafe from the mains.

As for 16 layers in general, personally, I almost ignore them to the degree that some of the existing 16 SP layers will be removed in the next FH2 release just to save times on maintenance. TBH, I don't see a value in most of SP 16 if SP 64 is available with more bots, more vehicles and more fireworks.
Title: Re: Tunis 16 King of the Hill singleplayer
Post by: winterhilf on 21-03-2014, 14:03:12
I'll double check that! The bots do cap the "hill" from both sides though.

omg . . .so singleplay limited to only the 64 size? variety is the spice of life as they say, and seeing as the python code works fine in singleplay that'd be a mistake in my opinion.

I love what you've done with the C patch. If I can help a little, I have the editor and navmesh tools reinstalled and still playing with Crete.

Title: Re: Tunis 16 King of the Hill singleplayer
Post by: gavrant on 21-03-2014, 14:03:37
I'll double check that! The bots do cap the "hill" from both sides though.
Honestly, don't know how bots behave with reversed neighboring, never tried this. Maybe you're right and they still attack the flags in the intended order.

Quote
omg . . .so singleplay limited to only the 64 size? variety is the spice of life as they say, and seeing as the python code works fine in singleplay that'd be a mistake in my opinion.
I would not say that singleplayer is limited to only the 64 size. Some 32 and 16 layers get updates by public requests or if I think that they can offer some funny gameplay. See, for example, Bardia 16 and Keren 32 in patch C.
Title: Re: Tunis 16 King of the Hill singleplayer
Post by: winterhilf on 22-03-2014, 13:03:32
Uncappable bases need the one way neighbouring, otherwise the bots try to cap them. Strangely too, it needs doing in reverse.

http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=4968
Title: Re: Tunis 16 King of the Hill singleplayer
Post by: gavrant on 22-03-2014, 13:03:02
OK, in the previous post, I confused myself a little bit. Yes, I know about one way neighboring.

What I mean is the following code looks wrong to me:
Quote
aiStrategicArea.setActive german_main
AIStrategicArea.addNeighbour normandie_cafe
aiStrategicArea.addObjectTypeFlag ControlPoint
...
aiStrategicArea.setActive normandie_cafe
aiStrategicArea.addObjectTypeFlag ControlPoint
...

If bots should attack Normandie Cafe from the German main, it should be the other way around:
Quote
aiStrategicArea.setActive german_main
aiStrategicArea.addObjectTypeFlag ControlPoint
...
aiStrategicArea.setActive normandie_cafe
AIStrategicArea.addNeighbour german_main
aiStrategicArea.addObjectTypeFlag ControlPoint
...
Title: Re: Tunis 16 King of the Hill singleplayer
Post by: winterhilf on 22-03-2014, 18:03:32
You're right, I screwed it up and placed the right (ie wrong) way round, germans accidently capped it by chasing americans ^^
Quote
aiStrategicArea.setActive normandie_cafe
AIStrategicArea.addNeighbour german_main
AIStrategicArea.addNeighbour us_main
aiStrategicArea.addObjectTypeFlag ControlPoint
AIStrategicArea.setOrderPosition Infantry 386.102/93.4221/431.302
AIStrategicArea.setOrderPosition Vehicle 391.629/92.569/428.635
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 42.4264

updated the link, thanks