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Messages - winterhilf

Pages: 1 [2] 3
16
Also, is too much rape if bots use the AA guns on infantry eg, the Flakvierling in Point-du-Hoc?
There isn't a clear path (back out) for bots to the flak on PdH.

17
Singleplayer and Coop / Re: Op. Goodwood 2.25 bug
« on: 13-01-2010, 22:01:20 »
Is is possible to modify the maps to make them more bot-friendly? Like widening gaps in fences and removing certain statics altogether (esp. in built up areas)?
It won't work, the complexities are part of the charm of FH2 maps & I need to work round this best I can.
But still provide a decent sp experience. Hate taking vehicles out, like I said, it's a last resort.

@Djinn, objects_vehicles_server.zip/vehicles/train/de/wr360c14/wr360c14_europe

18
Singleplayer and Coop / Re: Op. Goodwood 2.25 bug
« on: 13-01-2010, 02:01:28 »
do i have to backup the original maps to play online?
Always backup.

Thing with Anctoville & Falaise; FH2 maps are always very detailed, but this often gives bots & vehicles probs. No amount of skillful ai coding or refining navmesh will get them playing well s/times & this is when I need to resort to having the map play infantry only.
What do you guys think, should I leave vehicles in (for human fun), or take them out?

It's possible to have the vehicles in, a map plays fine with no vehicle navmesh at all, bots leave them alone.
Aberdeen is the ideal for bots & vehicles; nice open spaces (& it shouldn't be crashing..)

19
Singleplayer and Coop / Re: Op. Goodwood 2.25 bug
« on: 13-01-2010, 00:01:36 »
But a tiny cog in the massive FH machine. ;D
Forgot to mention, on Totalize, the train needs an ai template putting on it, I've attached a ctd free tweak.con.

20
Tried that but it still confuses the hell out of the bots.
Had this trouble with vanilla destructible fences too on vanilla based maps *scratchhead*

21
Bardia is in the final release...although that fence bug kills it... :(
Yeah, it does.
Tried running the destructible fence statics in conquest only but that crashed the server, need to look into possibly putting an ai template onto a static object. :-\

22
Singleplayer and Coop / Re: Op. Goodwood 2.25 bug
« on: 12-01-2010, 23:01:47 »
This way we can give more SP-specific feedback, while those more MP-oriented official betatesters can concentrate more on their job.
Some stuff guys, sp files for Anctoville, Falaise Pocket & Op. Totalize.
Anctoville & Falaise are sp inf. only.
Op. Totalize has a v1 navmesh, again it's inf. only (for now), bots do fly the aircraft though.
Feel free to post hang up spots found, thanks.
http://www.humyo.com/21041/anctoville.%20falaise.%20op.%20totalize%20sp.zip

23
Singleplayer and Coop / Re: Op. Goodwood 2.25 bug
« on: 10-01-2010, 19:01:07 »
Never made it into the build, "better" mesh for Goodwood, playable 16 & 64.
http://www.humyo.com/21041/operation_goodwood_sp_files.rar


24
Singleplayer and Coop / Re: Singleplayer in Forgotten Hope 2
« on: 11-11-2009, 06:11:39 »
Try running in window mode, a pop up should appear telling you what you're still missing.
For most sp related stuff there's usualy very helpful tuts to be found on it at bfsp.

http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=13933&hl=


25
Modding / Re: Cannot Generate Navmesh
« on: 10-11-2009, 16:11:39 »
From the looks of it you need a valid CA (drawn anticlockwise).
For your 1st navmesh I'd recommend start with something simple, FH2 maps are incredibly detailed & might put you off.

More hands helping'd be cool though. ;D

26
Singleplayer and Coop / Re: Singleplayer in Forgotten Hope 2
« on: 05-11-2009, 22:11:46 »
Afaik it's based on the weapon's line of fire, if "you" can't see it, neither can bots, so they won't fire.
Tried a few tweaks with the mortar but to no avail, I know Bizness spent some time on it too.
Also, Dice's 1.5 patch has broken the ai commander.

27
Singleplayer and Coop / Re: Singleplayer in Forgotten Hope 2
« on: 18-10-2009, 13:10:35 »
Just needed to know whether the gamemode worked or not, thanks.

28
Singleplayer and Coop / Re: Singleplayer in Forgotten Hope 2
« on: 17-10-2009, 16:10:51 »
Could you doublecheck this please?
PHL with the sp gamemode.
http://rapidshare.com/files/294238098/purple_heart_lane_sp.zip

29
Singleplayer and Coop / Re: Singleplayer in Forgotten Hope 2
« on: 09-10-2009, 10:10:01 »
Blast, of course you're on a different build.
Need the tweak.con as well for the france variation.
http://rapidshare.com/files/290613672/Universalcarrier_france.zip

Vehicles & aitemplates is an ongoing evolving thing & ideally each vehicle should have its own.
In cases of similar set ups though you can get away with the same one.

30
Singleplayer and Coop / Re: Singleplayer in Forgotten Hope 2
« on: 08-10-2009, 10:10:54 »
There's 2 things, the PdH files go in the map's server.zip.
The objects.ai is placed in the objects_vehicles_server.zip/vehicles/land/gb/universalcarrier & universalcarrier_france/ai folder.

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