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Messages - Darman

Pages: 1 ... 14 15 [16] 17
226
Singleplayer and Coop / Re: AI Battlechatter
« on: 06-12-2011, 13:12:30 »
Any idea how I can change it???

227
Singleplayer and Coop / Re: AI Battlechatter
« on: 05-12-2011, 20:12:22 »
Ok, got it^^

But Now I nearly tried everything - actually I just replaced the whole communications folder with the vanilla one. Result: klicking the "Pickup" button has no effect, not even a call.

228
Singleplayer and Coop / Re: AI Battlechatter
« on: 05-12-2011, 20:12:09 »
These files (communication/comms/) must be used by the engine. Otherwise your Hud would look like in vanilla BF2, i think. The files under /communication seem to be more or less the vanilla ones.

229
Singleplayer and Coop / Re: AI Battlechatter
« on: 05-12-2011, 19:12:12 »
ok. If you'd like to take a look at "data.py" - I changed something but am not sure about how or if it works. I think the fh2 command for requesting a pickup is "FH2_REQUEST_pickup". In data.py, under the header "commands_sm" (sm=squadmember) there is a originally this: 'SquadInterface.selectOrder 3', (3=Number of the "transport" command). I changed this line to" lm('FH2_REQUEST_Pickup')," (lm=local team and enemys), "lm", beacause I don't know the shortcut for "localvehicle" that is used for the transport command in vanilla bf2 (not in a python, those pythons we're talking about doesn't seem to exsist in vanilla Bf2). But it still doesn't seem to have an effect. I just can't find the link to the AI.

230
Singleplayer and Coop / Re: AI Battlechatter
« on: 05-12-2011, 16:12:14 »
Thanks for the info. I'll give it a try. I get what some of the python files say, but I'm no programmer. And beside that, I first would have to know where I have to look, cause there are many of those files and they aren't always short.

231
Singleplayer and Coop / Re: AI Battlechatter
« on: 04-12-2011, 11:12:46 »
So... Do I have to change something in the python files or just replace some files with the vanilla ones? And I still got no answer on which numbers to change to enable comms more often. Does anybody know?

EDIT: I just browsed through the menu_server again, but as far as I can say, there's just located, how you can use them, what's there position on your HUD and which soundfiles will be played on a command.
Nothing about AI.

232
Modding / Re: FH2 Modding Q&A
« on: 03-12-2011, 16:12:12 »
WORKS! I now replaced the old one. The day is saved! THX a lot, mate

233
Modding / Re: FH2 Modding Q&A
« on: 03-12-2011, 15:12:43 »
I copied this part and changed it to gpm_coop... but unfortunatly it didn't work.

234
Modding / Re: FH2 Modding Q&A
« on: 03-12-2011, 15:12:31 »
Ok, can you give me a precise advice, what I should change in there?

235
Modding / Re: FH2 Modding Q&A
« 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.

236
Singleplayer and Coop / Re: AI Battlechatter
« on: 03-12-2011, 11:12:42 »
Thank you, I think I already browsed through this once, but didn't want to change anything. There are also the files which contain the new messages of FH2, but when I added them to my AIradiomessages it crashed.
But does anybody here know which numbers in the AIradiomessages file i have to increase/decrease to increase the amount of AI battlechatter?

237
Hey guys, this is the SP/coop links section? So I hope of you can help me...

Maybe you remember, once upon a time ^^ there was mappack for us friends of SP, called SP/Coop mappack #1. You can find it here http://www.bf-games.net/download/2311/fh2_conversion_sp_coop_mappack_1.html
Bad thing is, the link is dead. I searched the whole internet, but didn't find anything working.

So if some of you still have got this mappack or knows a link I didn't find, would you perhaps upload it somewhere? I think these look very fine and remind me of good old Bf1942 times. 

238
Singleplayer and Coop / Re: AI Battlechatter
« on: 03-12-2011, 10:12:59 »
Like I've wrote in my first post, I already edited it, but it doesn't seem to work that well. So this is, what it looks like:
aiComm.addAIRadioMessage    "move"             10      10          1
aiComm.addAIRadioMessage    "bail_out"          10      20          10
aiComm.addAIRadioMessage    "need_ammo"          10      20         20
aiComm.addAIRadioMessage    "PLAYER_TACTICS_gogogo"    10      10          10
aiComm.addAIRadioMessage    "PLAYER_TACTICS_followme"    10      10          10
aiComm.addAIRadioMessage    "attack_position"      10      2          10
aiComm.addAIRadioMessage    "medic"          10       10         20
aiComm.addAIRadioMessage    "get_in"          10      20          20
aiComm.addAIRadioMessage    "req_pickup"          10       20         10
aiComm.addAIRadioMessage    "defend"          10      10          1
aiComm.addAIRadioMessage    "roger_that"          10      5          10
aiComm.addAIRadioMessage    "negative"          10      2          10

Bots never use "medic!" when they're wounded, the never say "get in" or "bail out" (actually this commands doesn't seem to work at all in FH2, when I say it, AIs don't don anything) and they never require a pickup. The only thing that works is the Commander/Squadleader message "Attack here" or "defend our position" and the call "Gogogo" when you enter a vehicle and a bot is waiting for you to step on it.

239
Singleplayer and Coop / Re: AI Battlechatter
« on: 02-12-2011, 23:12:15 »
Well... so there's actually nothing that i can do to improve the situation on my own?

240
Singleplayer and Coop / Re: SUGGESTIONS FOR THE AI DEV(S)
« on: 02-12-2011, 23:12:24 »
I just found it. Great work!

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