Can you please post a link?
Does the AI know te difference between cover and concealment?
It is possibe fix this?
I have this topic that makes me think its worht bringing back up again. No bots obey my commands; for example when I shout "get in!" when im in a vehicle, none of the bots do. They did obey in BF2 and other mods. They seem to be only getting in when they have no other choice than walking, like if they are in thr middle of the desert, and a vehicle is passing by.This issue is well known, sometimes in the future we'll fix it. But commo rose is usually overshadowed by other issues with maps, vehicles and weapons, so it doesn't receive much needed attention.
I think the AI has more of it's own mind now with the mod than it did before. It might see walking as a better way to stay alive than jumping in a jeep in the middle of a combat zone.
Bots dont enter any vehicles when they are fighting in the middle of the combat.Well, occasionally they do. I've seen enemy bots, completely ignoring me 3 meters away, just because they smelled a jeep nearby and were racing to take a seat.
Oh, and speaking of the AI, it doesn't see to follow attack commands (as commander) very well. The squad leader stay god knows how far back, behind friendly lines, and just stays there while the AI squadmates spawn on him and get mown down 10 minutes later after walking to the attack point.In SP Patch B you can see a rather successful attempt to prevent bots from spawning god knows where. Yes, it was done only for 3 maps - Cobra, Luttich and Tunis, but we plan to implement this on all the maps sooner or later.
Hey !
I wonder if it's possible to obligate all squad members to spawn on the squad leader (only when you're the squad leader). Cause for now spawning seems to be really random (?) and in SP sometimes it's hard to take a flag when your squad spawn far away.
Thanks.
Sorry, but the map list of the next hotfix is frozen, no place for Crete.
Unfortunately we still don't have proper navmeshes for Crete.Sorry, but the map list of the next hotfix is frozen, no place for Crete.
Don't suppose you can reveal when that'll be released? ;)
An other question is : would it be possible to obligate bots to use every artillery positions? One day I had points by spoting enemies with binoculars, I don't know if it's pure chance or if bots can obey to these orders?When it comes to using alternative cameras like the spot one in artillery guns, AI is not very smart, to say it mildly. So actually bots shoot only at what is directly visible from their positions.
BTW, in the next release the spot tracking system will be turned off for AI artillerymen in order to save a few CPU ticks on processing the targets.
Don't worry, they'll keep raining explosive stuff down randomly. That sentence was about cutting a thing which bots don't understand anyway. The only differences in gameplay will be no more unfair spotting points and maybe one or two additional frames per second on the maps heavily laden with arty.Nice to hear for frames,I realy need them
How high is the Operation Cobra on the fix list? This currently my #1 favourite map in the SP mode, but it has quite many glitches - especially on the German side: bots generally drive too "carefully", getting stuck on the bridges, bomb crates, even the smallest upward slopes.Oh, come on! Operation Cobra is far from being the map with the worst pathfinding. Try St Vith or Ramelle if you truly want to enjoy more than a half of your team's vehicles being stuck somewhere between the main base and the front line :)
Fine, fine, fine, I must confess: while tweaking vehicle weapons for FH 2.48, I made one tiny mistake, and as a result in 2.48 bots don't shoot the 88's at airplanes. You can fix it locally by going into mods/fh2/objects_vehicles_server.zip and finding Vehicles\Land\Common\ai\ammo_aa_4.inc file in there. In that file delete the line which starts with "weaponTemplate.setExplosionRadius" and they will shoot the 88's again. BTW, gun shields don't obstruct vision of the bots, so it doesn't matter if it's a shield-less 88 or not.How high is the Operation Cobra on the fix list? This currently my #1 favourite map in the SP mode, but it has quite many glitches - especially on the German side: bots generally drive too "carefully", getting stuck on the bridges, bomb crates, even the smallest upward slopes.Oh, come on! Operation Cobra is far from being the map with the worst pathfinding. Try St Vith or Ramelle if you truly want to enjoy more than a half of your team's vehicles being stuck somewhere between the main base and the front line :)
How about for SP /Coop (started from MP menu) increasing the time out or doing away with it altogether ? That way the player can spot positions at their leisure and then use the artillery when they get back to the rear of the map. An entire minigame in itself, and a worthy replacement for lack of AI commander artillery ? Not sure if the spot positions disappear at death but that could be an extra incentive to try and stay alive :)
Another artillery related one. A request. Give mortar kits binoculars then the mortar can be dropped and artillery request can be put in. Then this kit can be as good to use as the artillery tank on one of the desert maps which I use with recon or sniper kit 8)Don't know. On the one hand, these suggestions sound rather "gamely", especially the artilleryman running to a spot and back to the mortar. On the other hand, both these requests are rather easy to do, and I don't see any harm in increasing the time-to-live for spots up to, say, 5 mins in singleplayer instead of the current 2.
But that will be good in SP but cant be used in MPIt's the least of the problems here, we already have a lot of stuff behaving differently in SP and MP, like some of the explosives flying slightly further in SP (stupid bots constantly underthrew thermite grenades on Pointe du Hoc), the Garand rifle reloaded by pressing R, the shotgun in most of the Bazooka kits, and so on.
I usually (If I'm not shouting and cussing at bot soldiers who will never hear me ;D) treat that as a logistics problem...
"Tank X has broken down and/or driver has gone mad from battle fatigue and needs to be positioned correctly again by an engineer ..."
"Tank Y has a busted track that needs replacing ... then ... it can be test drivin by an engineer onto the correct path."
I usually (If I'm not shouting and cussing at bot soldiers who will never hear me ;D) treat that as a logistics problem...
"Tank X has broken down and/or driver has gone mad from battle fatigue and needs to be positioned correctly again by an engineer ..."
"Tank Y has a busted track that needs replacing ... then ... it can be test drivin by an engineer onto the correct path."
Nice! Sometimes the German base reminds me of a Wehrmacht training ground. Makes sense.. kinda.
How about for SP /Coop (started from MP menu) increasing the time out or doing away with it altogether ? That way the player can spot positions at their leisure and then use the artillery when they get back to the rear of the map. An entire minigame in itself, and a worthy replacement for lack of AI commander artillery ? Not sure if the spot positions disappear at death but that could be an extra incentive to try and stay alive :)Another artillery related one. A request. Give mortar kits binoculars then the mortar can be dropped and artillery request can be put in. Then this kit can be as good to use as the artillery tank on one of the desert maps which I use with recon or sniper kit 8)Don't know. On the one hand, these suggestions sound rather "gamely", especially the artilleryman running to a spot and back to the mortar. On the other hand, both these requests are rather easy to do, and I don't see any harm in increasing the time-to-live for spots up to, say, 5 mins in singleplayer instead of the current 2.
I also notice that the raised artillery and mortar positions (so bots using them have extended range) seem to mess up targeting to artillery spot locations using the dials, although this could be something weird going on with the Fall of Tobruk map that I noticed it on. If its the raised artillery positions, I wonder if there's a way of fixing that, or lowering them to normal level ? Whatever you decide ... I can always create a personal build of FH.If you mean the British mortars on FoT, the dials of the "AI" 3 inch mortar are broken which makes them useless for human players. This will be fixed in the next release. All other artillery guns are "spot-compatible".
I have two suggestions:
How about making commander artillery load faster in singleplayer? In some maps, some flags which are heavily armed with machine guns, AT and AA are defended so well by the bots it is often impossible for the other team's bots to capture the flag. I often use the commander position's artillery to weaken these kinds of capture points, but it would add much more fun and ease if the artillery loaded faster.
The other suggestion is to make bots remain in transport vehicles like trucks or APC's. The bots do not get in the vehicle sometimes when I call them to. They will often only man the machine guns in APC's and will not get in when it comes to trucks.
Also when I manage to fill the truck/APC and drive, the bots will often quickly desert the vehicle even in the simplest rifle fire from far away enemies, spoiling my plans that initially got me to gather them in a transport vehicle.
I think these improvements would make singleplayer a lot more enjoyable.
MY SUGGESTION: Add this python plugin to Coop/Solo to restore artillery and supply drops - https://www.moddb.com/games/battlefield-2/addons/advanced-ai-commander-plugin
They occasionally do IIRC. But yes, it is quite irritating.