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Messages - roxor

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1
Modding / Problem with Mg42bipod
« on: 23-10-2016, 16:10:45 »
Hello mates..
i am trying to use mg_42 bipod in vannila bf2 for my personal use as i am making a map..but it gives this error shown in attachment below

what's causing this error and how to solve it??? thanks!


2
Modding / what are unstrategic areas in CP option?
« on: 16-10-2016, 18:10:10 »
I was wondering that what is Unstrategic CP checkbox in CP properties? and what does it do?

3
Off-Topic / Re: Picture of the Day (Other eras)
« on: 25-05-2016, 16:05:39 »

indian army war exercises

4
Modding / Re: [map]FH2.2 sp map"omaha"download!
« on: 19-05-2016, 11:05:29 »
i dont understand how did this guy manage to make bots stay behind bunkers and not run on beach!!
even the official omaha beach fh2 makers cant do that

any ideas??

5
Modding / Re: FH2.2 sp map"omaha"download!
« on: 19-05-2016, 10:05:47 »
i dont understand how did this guy manage to make bots stay behind bunkers and not run on beach!!
even the official omaha beach fh2 makers cant do that

any ideas??

6
Modding / Re: Help on bf2 ai
« on: 17-05-2016, 19:05:20 »
so i increased my view distance from 200 to 1000 so that bots can easily see the other bots on beach and kill them....but still some freak bots go on the beach!! :(

7
Modding / Re: Help on bf2 ai
« on: 16-05-2016, 11:05:52 »
well i changed the AI view distance in ai/AI.ai file

but i have generated the navmesh before that so will it effect my scenario

will i have to generate navmesh again?

8
Modding / Re: Help on bf2 ai
« on: 13-05-2016, 09:05:25 »
what's AI view distance?? how to change it? because i think that can still  help!

so what's it and how do i change it?

9
Modding / Re: Help on bf2 ai
« on: 10-05-2016, 17:05:49 »
I did the thing you told

but this is the result ----->     http://imgur.com/dWkQDlC

they are still crossing the Combat area...  :-\


10
Modding / Re: Help on bf2 ai
« on: 10-05-2016, 08:05:57 »
Here are both the files...take a look! :)

11
Modding / Re: Help on bf2 ai
« on: 09-05-2016, 18:05:12 »
Comeon tell me!! should i use that option + what does that mean? does it mean that its an "unstrategic" CP
and bots won't capture it?

12
Modding / Re: Help on bf2 ai
« on: 09-05-2016, 09:05:13 »
well that did'nt work...

should i try setting "unstrategic control point" option in bf2 editor??
should that help?  ??? :-\

13
Modding / Re: Help on bf2 ai
« on: 02-05-2016, 17:05:23 »
C'mon dude tell me!!! In thich folder i should change that file??? Editor/Ai/strategicareas.ai   
                                                       
                                                                     OR

/levelname/gamemodes/[ x ]/AI/strategicarea.ai ????

14
Modding / Re: Help on bf2 ai
« on: 30-04-2016, 17:04:16 »
But dude should i delete the lines in strategicareas.ai in Editor/AI or /[map name]/gamemodes/AI/
??

15
Modding / Re: Help on bf2 ai
« on: 29-04-2016, 19:04:58 »
Lmao!! that was pretty confusing though i got it!! ;D

so what will
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.

these steps do???

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