Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Darman

Pages: 1 2 [3] 4 5 ... 17
31
Just a little heads up, minor update today that affects all packs, mostly concerning the cosmetics.

I sat down to create some higher quality loadscreens, fixed and edited localization and did some minor bugfixing / balance tweaks.

For those who care about this stuff, you'll have to redownload. Sorry. But it had to be done.

32
Modding / Re: Help on bf2 ai
« on: 10-05-2016, 20:05:12 »
Well, this is the only option that comes to mind. If you are 100% sure that the defending AI will not target the Landing CPs, hence the defending AI commander will not issue attack orders to squads, and still the Bots are moving towards the beach, make sure that the order positions for the "German" CPs are set correctly. Also remove any trace of ESAI and set all Landing CPs to "unabletochangeteam 1". Adjust the AI view distance to match your scenario, too.

If you still don't get the proper results, I am afraid I don't know the answer to your problem.

33
Modding / Re: Help on bf2 ai
« on: 10-05-2016, 12:05:04 »
So basically, you didn't do what I advised.

remove the AIStrategicArea.addNeighbour entries for all USA CPs. Like this:

Spoiler
aiStrategicArea.setActive USA
aiStrategicArea.addObjectTypeFlag ControlPoint
AIStrategicArea.setOrderPosition Infantry -2.66518/24.9575/-53.1368
AIStrategicArea.setOrderPosition Vehicle -1.74297/24.9575/-54.3564
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 14.1421

aiStrategicArea.setActive Usa_landings_2
aiStrategicArea.addObjectTypeFlag ControlPoint
AIStrategicArea.setOrderPosition Infantry -76.0844/24.9575/-45.7629
AIStrategicArea.setOrderPosition Vehicle -73.442/24.9575/-44.8361
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 14.1421

aiStrategicArea.setActive Usa_landings_3
aiStrategicArea.addObjectTypeFlag ControlPoint
AIStrategicArea.setOrderPosition Infantry 68.569/24.9575/-52.7182
AIStrategicArea.setOrderPosition Vehicle 69.0188/24.9575/-54.3316
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 14.1421

34
Modding / Re: Help on bf2 ai
« on: 10-05-2016, 00:05:42 »
No, do not use that option unless you are setting up dummy CPs. General advice here - take a look at other maps and how the creators have done it, in this case take a look at how the option you mentioned is being used. Then decide if it is of value for your work.

If the Landing CPs are owned by the attacking team by default, you may use the option to set "unabletochangeteam 1" for them, however that won't solve your issue, the only way to solve your issue would be to get the Strategic Areas straight.

Since this evolved into some kind of guessing game I would like to ask you to share two files with us here. First your gameplayobjects.con and then your strategicAreas.ai file. Please attach them to your next comment or upload them somewhere, so I can take a look at it. Otherwise I won't be able to help I'm afraid.

35
Modding / Re: Help on bf2 ai
« on: 02-05-2016, 21:05:05 »
When in doubt, why not both?

The "Editor" folder contains everything that is relevant for work in the editor.

The gamemodes contain the data that is applied ingame.

Unless you are creating multiple layers like 16, 32, 64 - try to keep both folders equal.

36
@batistadk

A month later than I originally had hoped, I finally came around to implement the historical accuracy changes you suggested along with a set of fixes that were necessary for the maps. Thanks again for the huge amount of information. I had to make some exceptions to ensure the balance but for the most part, your suggestions have made it into the game.

So for everyone, all Packs have been updated to the latest version and the Reichswald has made it into the Patch, so be sure to check it out.

37
Modding / Re: Help on bf2 ai
« on: 29-04-2016, 20:04:07 »
Honestly man, just do it and report the results. You should really understand how it works through this process.

38
Modding / Re: Help on bf2 ai
« on: 29-04-2016, 19:04:50 »
People have done tutorials for that, just sayin.

Warning. If you read ahead, you'll take the risk of getting more confused. Make sure you want this or if you'd rather follow my steps from the last post without further digging into this.

So. Actually, the concept of neighbouring zones pretty much self-explanatory. If zones are neighbours, that means that they are linked in the eyes of the AI commanders. Lets say you have 2 CPs, one is owned by each team, they are two-way neighbours (blue line in the Editor). Both AI commanders will now give the order to attack the CP they don't own.
If they are one-way neighbours and connected by a red line in the editor, only one AI commander will see the other CP as a valid target and issue attack orders. The othe AI commander will now only see his owned CP as target and therefore issue a defend order.

39
Modding / Re: Help on bf2 ai
« on: 29-04-2016, 18:04:06 »
Dude, lets try to unfck this.

0. Reset and make new strategic areas.
1. Two-way neighbour everything as it makes sense. Close the Editor.
2. Open your StrategicAreas.ai ([mapname]/Editor/AI/) file.
3. Manually delete ALL entries starting with "AIStrategicArea.addNeighbour" for the US_Landing_x CPs.
4. Save and DONE.

40
Modding / Re: Help on bf2 ai
« on: 29-04-2016, 12:04:57 »
Exactly what aserafimov said, but don't forget to keep the bunker CPs neighours for second-line German CPs like an HQ perhaps?

And it doesn't matter how many CPs you have, the system stays the same. The Editor can be inconvenient at times, so when doing changes to the the strategic areas after the initial setup, I'd suggest you do them in the respective StrategicAreas.ai file, that way you'll also exactly know what I was pointing at in my last post.

41
Modding / Re: Help on bf2 ai
« on: 28-04-2016, 19:04:47 »
:) Would've helped to know you were still using ESAI, since it heavily messes with temperatures of strategic areas. But good for you that it works now.

And if you don't want the bots to walk onto the beach, just make the neighbour a one way, so that for example only the "bunker" CP has the incoming neighbour "beach", but "beach" doesn't have the incoming neighbour "bunker". Meaning AI commanders will never tell defending bots to attack the beach. They might move towards it to engage spotted enemies, but usually they should stick to the positions they've been assigned a defend-order for.

42
Modding / Re: Help on bf2 ai
« on: 28-04-2016, 08:04:41 »
Still no luck!! :( i extracted Mec_bipod from the Objects_client and Objects server and changed the basic Temp in Objects.ai from 5 to 300!! but still the bots leave the Bipods and run to capture the flag...any helps now?

Did you further compare the FH2 MG42 and your weapon's object.ai files?
Anyway, assuming you loaded the modified version/ replaced the original version of the mec_bipod correctly and it didn't work, and that you also tried increasing it to a super-high value for testing, and it didn't work.

Honestly my insight on this is extremely limited, since I never had to deal with a similar issue and would probably provide you with false leads from now on. You might want to PM gavrant about it, he used to be the guy in charge of dealing with such problems. But usually on something like this, the basicTemp is the key.

43
Modding / Re: Help on bf2 ai
« on: 26-04-2016, 23:04:07 »
The mec_bipod? A D-Day Map for vanilla BF2. Kinda Strange, but whatever.

Anyway, YES, make a copy of the weapon, put it in your map folder and make sure to load it with your map, try increasing the basic temp for the weapon's ai config file. The vanilla emplacements/stationary guns have a basic temp of about 5 I think, FH2 MG42s for example use 250 (!). I'd advice that you compare both ai config files and see where the differences lay that might help you to get the results you wish for.

44
Modding / Re: Help on bf2 ai
« on: 26-04-2016, 13:04:47 »
I have almost finished making a D'Day map for bf2...
all mg's set,obstacles set,bunkers set,Navmesh set...
but when i play the game the AI dont even Touch the mg's and keeps firing with their Hand rifles!!
I have played D'day map for Fh2 v1.5  ------>https://www.youtube.com/watch?v=Yko5Bus1xvM

In this map the AI sticks to the mgs no matter what! but mine just leaves them even if i set "Enter on spawn"

Please guys tell me how can i make the AI to stick with mg's...i have spent  more than 6 months in this map!! so please reply!
 :-\

Do they enter the emplacement on spawn and then leave or are they just ignoring the MGs?

Did you use "AIEnteronSpawn"?

Are the emplacements on the Infantry Navmesh?

Did you use customized static MGs or FH2 provided stock?

45
THANKS FOR THE REPLIES GUYS. ;D I actually fixed it by, like you guys said, reinstalling it. But this time i turned my UAC off. It seems to work now but still crashes sometimes. It's fine, as it is just a temporary filler for us fh2 fans to play eastern front maps while waiting for the fh2 devs to port EF maps to singleplayer. Thanks so much for this effort!  :D

I don't want to disappoint you, but this temporary filler might have to do for a long time. On up to date hardware, it should run relatively stable though. If you find any crashes with a pattern, please try launching the game in windowed mode (so it'll show you error messages) and report them so I can look into it.

Pages: 1 2 [3] 4 5 ... 17