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Messages - winterhilf

Pages: [1] 2 3
1
You're right, I screwed it up and placed the right (ie wrong) way round, germans accidently capped it by chasing americans ^^
Quote
aiStrategicArea.setActive normandie_cafe
AIStrategicArea.addNeighbour german_main
AIStrategicArea.addNeighbour us_main
aiStrategicArea.addObjectTypeFlag ControlPoint
AIStrategicArea.setOrderPosition Infantry 386.102/93.4221/431.302
AIStrategicArea.setOrderPosition Vehicle 391.629/92.569/428.635
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 42.4264

updated the link, thanks

2
Uncappable bases need the one way neighbouring, otherwise the bots try to cap them. Strangely too, it needs doing in reverse.

http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=4968

3
I'll double check that! The bots do cap the "hill" from both sides though.

omg . . .so singleplay limited to only the 64 size? variety is the spice of life as they say, and seeing as the python code works fine in singleplay that'd be a mistake in my opinion.

I love what you've done with the C patch. If I can help a little, I have the editor and navmesh tools reinstalled and still playing with Crete.


4
How's the sp coming along with the mod?

Been working on a new navmesh for Crete, this map needs an updated mesh, but is anyone already on it?

5
Missing from purple heart lane too? Python working alright in singleplayer, 16 layer king of the hill

http://www.megafileupload.com/en/file/511535/purpleheart16koth-zip.html

I might be doing this for just myself, but I don't mind :P

6
Could be my build, but have downloaded patch C (amazing . . .amazing), been playing sp FH2 a lot recently and noticed the 16 layer of Tunis is missing in SP/Coop.

Set it up to play using the existing navmesh, just added a strategic area to the hill and one way neighboured to the 2 teams insertion points.

The koth python code seems to work fine in singleplayer too, although in coop the countdown is normal ticket bleed speed.

http://www.megafileupload.com/en/file/509475/tunis-1943-king-of-the-hill-16-singleplayer-zip.html

Anyone who wants, here it is.

7
Off-Topic / Re: Which kind of music are you listening to?
« on: 25-02-2011, 15:02:16 »
Most horrific al-Qaeda recruitment vid I've ever seen  :-X

http://www.youtube.com/watch?v=KP2u9CvPgwg

8
Off-Topic / Re: Which kind of music are you listening to?
« on: 08-02-2011, 18:02:11 »
Slightly different tribute to Joy Division

http://www.youtube.com/watch?v=XCy9cpF2gD0

9
Off-Topic / Re: Which kind of music are you listening to?
« on: 31-01-2011, 10:01:20 »

10
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.

11
Singleplayer and Coop / Re: SPlayer Tutorials
« on: 28-06-2010, 12:06:16 »
Hey, check out this thread on adding an aerial heightmap to a map for bots.
http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=8118&hl=aerial+height+map

It's been a while but you can sometimes get a bot aerial heightmap on a map using just notepad.
But for the editing of navmeshes a 3D editing program is needed (usually 3DS Max or Maya)

Kysterama's navving tut is the best place to start to learn this imo.

12
Still around, real life's been hammering me recently though.

Cheers Drawde, Gunnie's reexported those wrong way bombs, they're in the build & working fine with ai now.

I've got bots firing the Nebelwerfer, again this is already in the build but if you'd like a look here'tis
http://rapidshare.com/files/357843717/Nebelwerfer_ai_tweak.zip

13
Singleplayer and Coop / Re: Anctoville
« on: 18-01-2010, 06:01:42 »
Reassigned axis start & rue fontain dummy spawns to the rue fontain cp, brit bots have a better chance at progressing now.
Strategic areas are weighted & neighboured as before though, once the fountain is taken their goal is the church, it's the most important cp on the map.
http://www.humyo.com/21041/anctoville_tweaked_sp_gpos.zip

14
Singleplayer and Coop / Re: Anctoville
« on: 16-01-2010, 20:01:07 »
Although, while the bots are quick to jump into the vehicles, they don't move. The tanks swivel their turrets seeking/tracking a target, but won't fire and just sit there.
Can delete the vehicle portion of the mesh in the aipathfinding folder & the bots will ignore the vehicles & concentrate on killing each other instead.
Done it with the above d/load.

15
Singleplayer and Coop / Re: Anctoville
« on: 16-01-2010, 10:01:48 »
Yeah, axis dummies are working in sp but not allied.
I've reassigned those spawns to "normal" cps instead.

http://www.humyo.com/21041/anctoville_1944_sp_coop_v3.zip

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