The issue it has may be out of your hand. First off, there is the double-cap i.e the water-mill flag is capped by the US, but because Germans are still there when this happens, fucky code makes it such that, no one actually has the flag, and the US keep believing they need to wait a bit longer to cap (with the whole army chipping in to help), and the Germans will continue to spawn from there
1. Is this "double cap" bug some sort of Python nonsense ?
1a. Why can Germans still spawn at a Hostile/Neutral flag?
2. If it is python nonsense, may I try and hack the problem out of the python code? I know only a little python, but can reverse engineer it somewhat.
3. The other problems do not sound like an impossible challenge, once the water-mill is figured out. A work around is to leave this flag in German hands until some other flags are capped, but I'd rather not hack around with funky SAI code just b/c of a map bug.
Seems I like to choose maps that are challenging...
Can someone tell me more about the FH2 "double cap" phenomena?
Sadly its more maps than just Cobra. about 50 or 60% of FH2 maps have this in COOP/SP.
Yer, Fritz still spawns at the flag. It changes to Allied flag on the ground, but is still German on the map. and because of that, Germans can still spawn there, while Allies wont leave it alone since, as far as they are concerned, its not ready yet
And, can you tinker with it... Yes, please? :-)
I think it has something to do with map linking or some such, maybe how the commander works with battle-flow cuz its exclusive to SP and COOP, and NOT in Conquest
But, yer, it MIGHT have some roots in python - Or so some say... Problem, no one has been able to solve it conclusively, but here is Winterhilf's theory - He worked on AI until 2.3
Re: Python flag capping bug.
Tried a few theories (seemed to work only for FoT), but still don't know for sure what the cause is.
Theories ranged from 2 or more CPs with the same or partly the same name & whether or not bots had vanilla kit ai templates.
But seems likely a piece of python code is the cause, python coders are a bit thin on the ground.
Try copying the gpm_cq over from the vanilla python folder & see if it's still happening. (back up 1st!)
Think also remming out "objecttemplate.forsoldieronly" helps, this doesn't occur in vanilla & could be causing python havoc for the bots.
@zM
There is actually alot that can be done with Luettich. It has, in my oppinion, one of the most representative bocage layouts: a small town, a farm, a church tower, mg positions, solid hedgrow and pass-through brush and various open fields surrounded by bocage, each unique and tactical important to one or other base - And bots seem to be able to go ANYWHERE
Extra flags, I feel would simply move the battle away from the constricted fighting more, and exploit that natural beauty... AND it wont take away from strategy: those flags are cap-pable, but shouldn't affect ticket bleed or be spawn areas per se. That last clause depends on whoever can take up the challenge
Its just nice to be part of, or run into an ambush in and battle against infantry or even armor through the hedgerows - It was done succesfully in FH1 maps like Road to Carentan AKA Purple Heart Lane ver. 1, and THESE bots don't have pixel aiming