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Falaise Pocket / Re: Falaise Pocket 64
« on: 30-12-2016, 11:12:46 »
Yes, indeed, there is a Canadian spawnpoint on the wrong side of the church, it will be fixed in the next release.
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Hey gavrant, glad you're still here. I hope SP/COOP get some treat in the next update. Thanks for your input and work.Hey, I'm not dead for the mod yet! To tease you, SP/Coop will definitely get some tasty things in the next update, including a fix for one nasty ancient bug
Keep rocking!
batistadk
Cool. Did you do the same thing for the same classes of positions for each map ? That way I could run a script through all my maps.It's "random" - most maps have MGs/AT guns/artillery locked, but some don't (for example, Luttich, on which every cappable flag is open for attack/counterattack for an entire round, so all the static emplacements there are valuable for both teams). You would need a script capable of smart parsing GamePlayObjects.con's, hunting for those "ObjectTemplate.teamOnVehicle 1" in ObjectSpawners.
ObjectTemplate.activeSafe PlayerControlObject <Emplacement name>
ObjectTemplate.dontClearTeamOnExit 1
Note, don't mix locked and unlocked object spawners for a single MG or AT gun on one map, this might end in CTDs.
And talking about 2.5x patches: on 2.48 ALL maps are working perfectly, but on 2.51 I started the first map aaaand... the game crashed. So for me, it's not worth it. Maybe it crashed because I used standart bf2.exe (then changed the game in Custom game menu and so on...) instead the FH2Launcher. But what's the difference? What is that launcher doing except downloading updates (wich I don't need because I always load a full-installer manually)? I started 2.48 with standart bf2.exe too and it works perfectly.FH2 Launcher does many things besides downloading updates - it manages FH2-specific video and controls settings, provides a rather easy way to tweak bots numbers and skills for Singleplayer (see "Options", the first tab), and such small details like historically accurate squad names for this time period (Able, Baker and so on) instead of the modern Alpha, Bravo, ... from vBF2. To a certain degree you may consider FH2 to be a separate game, not a mod for BF2, and launching FH2 via bf2.exe is not supported by us for a veeeeery long time. Not to mention that by skipping 2.5x patches you miss a lot of sweet changes - 15+ updated singpleplayer maps, fixes for some crashes, general AI improvements (see the first post in this thread). And by the way, you can turn off checks for updates in the launcher, if you want.
There are various ways to deal with this, from setting extremely high respawn times to the emplacements (this way the attackers have to destroy each gun once and it won't bother them anymore), to decreasing AI accuracy or ranges with that weapon (like it's done on PHL with the MGs), to counter-balancing the guns with bombers or artillery for the attacking team.On HE shells: did I make them too accurate, especially in static guns, or it's just you, guys, being not accustomed to AI utilizing them against infantry?
Oh, I can definitly adjust to that behaviour. The problem from my pov is, that the enemy AI infantry can not, does not, will not - and instead gets blown to bits in heaps of 5 men at a time while purposefully marching towards the defensive line. And again, afaik - a PaK just isn't there for anti personnel use. That is what MGs are supposed to do.
Rifles also have rather short ranges of around 250m, shorter than the fog distance on most of EF maps. And bots shooting through statics may be actually a sign of misconfigured collision or materials of those statics (that is, it might be a fault of the statics, not the bots).This is weird because the maximum range for weapons capable of automatic hip fire is set to 100m or so, far below the fog range on almost all maps.
I'm talking about Rifles/Carbines being fired from the hip - on further observation not necessarily at ineffective range, but often enough at ineffective range for the AI (they just won't hit like that) and very often behind terrain or static obstacles. But thats far from a gamebreaking issue. Its not like they are wasting any ammo as Bots.
The rifle grenades in the default German rifleman kit on Arad, Dukla and Seelow - they are not frag grenades, they are HEAT. The same HEAT grenades you can find in, say, the AT kit on Operation Cobra. On Cobra they are mildly effective against Shermans, but, as it seems, they are very weak against the Russian armor.I thought you set the AI template for Russian tanks because they are clearly reacting to them as they would light armor, not medium armor. Or did Russian tanks already have that set?I've also noted that German riflemen fire standard rifle grenades at T34. The damage is insignificant and focuses them away from infantry threats. This might not be a good threat assessment for them.Again, not my buisiness - the general behaviour like this should be reported in the 2.5 Singleplayer thread, this has nothing to do with my work in particular.
Sorry if I'm mistaken.
This is weird because the maximum range for weapons capable of automatic hip fire is set to 100m or so, far below the fog range on almost all maps.Darman, what handhelds do you mean by "firing their handhelds at ineffective range"?I very often observe how bots start discharging everthing at their disposal right on spawning, even when the enemy is still far out in the fog or behind terrain obstacles. Firing from the hip, mostly.
... probably due to the AI view distance though. That one is usually rather low to prevent Bots from firing their handhelds at ineffective range.I usually set the AI view distance (<level>/ai/AI.ai, aiSettings.setViewDistance) to the same value as the level's fog distance in sky.con. This is fair both to human players and AI bots, but damages static artillery on too foggy levels. In the case if the range of some weapon is an annoyance on a certain level (for example, the static MGs on PHL and Omaha Beach), I decrease the max. range in the AI template of that specific weapon on this level only. But in my experience handhelds are never troublemakers in this respect. Darman, what handhelds do you mean by "firing their handhelds at ineffective range"?
Since you mentioned proper packing - I suppose this feature is implemented by the "aifixes.con" ?Yes, the aifixes.con thing raises the cameras, among many-many other things.
I think the Katyusha with _ai can be a clone. The only difference between the _ai version is that it's point of view is about 15m in the air so it sees over stuff. You might try also making it driver/ gunner so it stops and fires instead of having some idiot bot drive it off - Or try reducing the heat of driver should do also.
Sadly, I doubt Gavrant will ever make an _ai katyusha. On principle, Gavrant doesn't believe mobile arty should have that as it tends to make them more clumsy to drive by both bots and humans.