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	<title type="html"><![CDATA[First Strike Forums — [BUG][COOP] bandomeer_refinery_assault]]></title>
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	<updated>2014-03-09T16:58:45Z</updated>
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	<id>https://forums.fsmod.com/viewtopic.php?id=11090</id>
		<entry>
			<title type="html"><![CDATA[Re: [BUG][COOP] bandomeer_refinery_assault]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=146242#p146242" />
			<content type="html"><![CDATA[<p>Now, you can see why it takes so long between releases.&nbsp; &nbsp;Without a debugger, to fix anything that goes wrong, it&#039;s a matter of elimination.&nbsp; &nbsp;So in this case, since other maps work in on a coop server, it&#039;s now a matter of replacing one vehicle at a time with the atmosphere version to nail down which vehicles are causing crashes and then compare the code to try to figure out what the issue is.&nbsp; &nbsp; Conquest mod is more forgiving of issues than Coop on a server.&nbsp; So, just because it works on conquest doesn&#039;t mean it will work in coop multiplayer.&nbsp; &nbsp;</p><p>If that failed, then I would port the vehicle to bF2 and use the debugger to help track it down.&nbsp; &nbsp;The Atmosphere vehicles are clones of the space vehicles, and some may be missing some code or even an AItemplate.</p>]]></content>
			<author>
				<name><![CDATA[Dnamro]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=914</uri>
			</author>
			<updated>2014-03-09T16:58:45Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=146242#p146242</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: [BUG][COOP] bandomeer_refinery_assault]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=146241#p146241" />
			<content type="html"><![CDATA[<p>You must not use xxx_atmospheric vehicles.</p><p>Screw this game ! With a debugger it would have required 1 min to fix... &gt;&lt;</p>]]></content>
			<author>
				<name><![CDATA[Valkirie]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2912</uri>
			</author>
			<updated>2014-03-09T13:48:24Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=146241#p146241</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: [BUG][COOP] bandomeer_refinery_assault]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=146240#p146240" />
			<content type="html"><![CDATA[<p>What was the fix?</p>]]></content>
			<author>
				<name><![CDATA[Dnamro]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=914</uri>
			</author>
			<updated>2014-03-09T12:25:11Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=146240#p146240</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: [BUG][COOP] bandomeer_refinery_assault]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=146239#p146239" />
			<content type="html"><![CDATA[<p>I fixed it. Wait for my upload.</p>]]></content>
			<author>
				<name><![CDATA[Valkirie]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2912</uri>
			</author>
			<updated>2014-03-09T10:49:03Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=146239#p146239</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: [BUG][COOP] bandomeer_refinery_assault]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=146236#p146236" />
			<content type="html"><![CDATA[<p>I&#039;m still unable to play bandomeer on coop...</p><p>Dnamro, I tried your bandomeer file but I it&#039;ll crash on join.</p><br /><p>Here is mine: <a href="http://www.mediafire.com/download/lgugqh3e8g1pn9m/server.zip">http://www.mediafire.com/download/lgugq … server.zip</a></p><p>I tried to clean it and added some custom stuff:<br />- ISD<br />- A wing, X wing, Y wing<br />- Tie fighter, Tie interceptor<br />- Keept only two controlpoints</p><p>Mine is also crashing when another player joins it... Wtf is wrong with this map. It only happens with AI on. I tried to &#039;rem&#039; all ObjectTemplate.holdObject but no effect on crash...</p>]]></content>
			<author>
				<name><![CDATA[Valkirie]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2912</uri>
			</author>
			<updated>2014-03-08T18:49:18Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=146236#p146236</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: [BUG][COOP] bandomeer_refinery_assault]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=146233#p146233" />
			<content type="html"><![CDATA[<p>Hey,</p><p>I don&#039;t know what job I could apply for. Yet I can&#039;t manage to complete the navmesh generation using NavMesh.exe and your batch file as it would crash before the end of the process.</p><p>I&#039;ve already used 3D modeler software for other &quot;modding&quot; periods I&#039;ve had and installed Maya but that&#039;s useless until I get rid of that navmesh generation problem.<br />-------------------------------------------------------------</p><p>I do like LARGE battle on Battlefield. As you may have guessed I already edited the aidefault file to get 48 bots. If the main reason for all of that Is to &#039;simplify&#039; using the mod for &#039;new users&#039; then why don&#039;t you create a more &#039;complex&#039; launcher with a listbox &quot;number of bots&quot; that would edit this file.</p><p>I would have liked to work on &#039;endor strike&#039; navmesh to add the &gt;32size controlpoints available for bots and generate the vehicle navmesh to introduce ATST, Speeders to the AI. I found those 16bots maps without vehicle fun to play twice but it quickly get &#039;redundant&#039;.<br />-------------------------------------------------------------</p><p><span class="postimg"><img src="http://www.mediafire.com/convkey/37cd/dfgbd6mj4lf4uxffg.jpg" alt="http://www.mediafire.com/convkey/37cd/dfgbd6mj4lf4uxffg.jpg" /></span><br /><a href="http://www.mediafire.com/download/c9bxja3ea8ghxf7/BF2142_strategicareas.exe">Here is my lovely Strategicareas.ai generator</a></p><p><strong>How it works:</strong><br />- Pick a gameplayobjects.con.<br />- Right click a flag to select it.<br />- Right click on other flag to interconnect them.<br />- Right click somewhere else when you&#039;re done with the selected flag.<br />- Generate it when you&#039;re done.</p><p>I made the tool because I had no pleasure to setup the whole bf2editor and wrongly thought navmesh was done for the larger size of map.<br />This tool was suppose to make me gain a lot of time to generate the strategicareas.ai for any gameplayeobjects I would choose.</p>]]></content>
			<author>
				<name><![CDATA[Valkirie]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2912</uri>
			</author>
			<updated>2014-03-08T17:08:48Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=146233#p146233</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: [BUG][COOP] bandomeer_refinery_assault]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=146232#p146232" />
			<content type="html"><![CDATA[<p>Valkirie,</p><p>Twigs has the right idea.&nbsp; Most maps do use the 16 mode as default, with&nbsp; the largest combat area that was possible at the time I worked on it.&nbsp; So, some maps may be larger than the 16 conquest mode, but each combat area was customized to make them work with SP mode.&nbsp; Rhen Var Ice Plains is an example of one map that did get a navmesh for the whole map, but only for infantry and therefore the combat area was scaled back for gameplay issues.&nbsp; &nbsp;The paths are too narrow for bots to use ATSTs and in testing the only vehicles I could get to work were speederbikes.</p><p>As I get the AImeshes finished up, I will create better navmeshes, adding vehicle navmeshes when possible.&nbsp; &nbsp;Endor clearing sp combat area was limited because the Imp fortress, the static ATAT and the landing platform did not have AImeshes.&nbsp; &nbsp; I now have an AImesh for the Imp fort, which I used to navmesh Rhen Var Ice Plains.&nbsp; I need to finish up on the AImesh for the landing platform so that bots can actually enter the base and then I could generate a larger navmesh.&nbsp; &nbsp; But, there are a lot of maps that are close to being ready to generate new navmeshes that just need a few AImeshes completed.&nbsp; &nbsp;It just takes time.&nbsp; &nbsp;</p><p>Why don&#039;t you apply to be a member of the development team?&nbsp; &nbsp;I don&#039;t know what your background or availability is, but we understand that this is a Hobby and people have family, job, or school commitments.&nbsp; &nbsp; Just the fact that you have the BF2 editor set up with First Strike for navmeshing and that you understand the basic BF2142 map structure says a lot.</p>]]></content>
			<author>
				<name><![CDATA[Dnamro]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=914</uri>
			</author>
			<updated>2014-03-08T16:09:09Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=146232#p146232</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: [BUG][COOP] bandomeer_refinery_assault]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=146231#p146231" />
			<content type="html"><![CDATA[<p>Actually, as I recall Dnamro made ai paths for all map sizes.. but because the codes tend to just default to loading 16p (even if you select 64p) it was decided to remove larger map sizes. It is possible for clients to be able to force the game to select larger map sizes, but as this would require make changes in various files we felt that it may complicate matters. </p><p>Larger map sizes are also not suitable for low bot numbers (why play a 64p map with only 12 on each side...) unless you edit the bot numbers. Again, this isn&#039;t difficult to do, but we don&#039;t want to force people to make code changes if they aren&#039;t comfortable. Like any game, we have to try and cater to the most common gamer, which is one that wants to simply download something, have it install and be able to play as quickly as possible with minimum disruption.</p>]]></content>
			<author>
				<name><![CDATA[Twigs]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1382</uri>
			</author>
			<updated>2014-03-08T14:14:59Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=146231#p146231</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: [BUG][COOP] bandomeer_refinery_assault]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=146229#p146229" />
			<content type="html"><![CDATA[<p>I&#039;m trying to navmesh maps for SP size 64, in ordrer to bring back speeder, atst, motojet on maps. Some of them lacks the vehicle pathfinding others are just small 16/32 map size.</p><p>Firstly I though Infantry.qtr and Vehicle.qtr was not related to the map size. That&#039;s why I dev.ed myself a tool to quickly port gameplayobjects.con from 64size conquest maps to coop. Yet it appears, you worked the aipathfinding only for current map size.</p>]]></content>
			<author>
				<name><![CDATA[Valkirie]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2912</uri>
			</author>
			<updated>2014-03-08T13:42:26Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=146229#p146229</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: [BUG][COOP] bandomeer_refinery_assault]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=146226#p146226" />
			<content type="html"><![CDATA[<p>I will send the whole map.&nbsp; Let&#039;s make sure you did not corrupt something.</p><br /><p>I appreciate your enthusiasm for wanting to get better navmeshes for the maps.&nbsp; Be aware that I have already attempted navmeshing all the First Strike maps and they are currently at the best state possible without the AImeshes for all the objects.&nbsp; &nbsp;I am in the process of working on them, and have most of them done.&nbsp; &nbsp;The more complicated ones can take some time.&nbsp; &nbsp;Did you see my previous news post about it:</p><p><a href="http://www.fsmod.com/index.php?xnewsaction=getnews&amp;newsarch=112013">http://www.fsmod.com/index.php?xnewsact … rch=112013</a></p><br /><p>Also you can check out my WIP navmeshing tutorials:</p><p><a href="http://www.battlefieldsingleplayer.com/tut_dev_forum/viewtopic.php?f=4&amp;t=10">http://www.battlefieldsingleplayer.com/ … 4&amp;t=10</a></p><p>You can also check out my customized navmeshing script:</p><p><a href="http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17271">http://www.battlefieldsingleplayer.com/ … opic=17271</a></p><p>Here is where I explain how to use it:</p><p><a href="http://www.battlefieldsingleplayer.com/tut_dev_forum/viewtopic.php?f=4&amp;t=4">http://www.battlefieldsingleplayer.com/ … =4&amp;t=4</a></p><p>If you have any questions or if anything is confusing, let me know.&nbsp; I can use feedback to improve it.</p>]]></content>
			<author>
				<name><![CDATA[Dnamro]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=914</uri>
			</author>
			<updated>2014-03-08T12:27:08Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=146226#p146226</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: [BUG][COOP] bandomeer_refinery_assault]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=146225#p146225" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Dnamro wrote:</cite><blockquote><p>Hold object works in BF2142 with bots.&nbsp; &nbsp;It works on the coop space maps.</p><p>I did clean up the server.zip and remove all the land vehicles and the teamonvehicle code line that can cause issues with AI.&nbsp; &nbsp;I will pm you with the updated server.zip so you can test it out.</p></blockquote></div><p>It&#039;ll crash during loading.</p><p>Before you ask, yes I&#039;m using size 16<br /></p><div class="codebox"><pre><code>&lt;mode type=&quot;gpm_coop&quot;&gt;
            &lt;maptype ai=&quot;1&quot; players=&quot;16&quot; type=&quot;headon&quot; locid=&quot;GAMEMODE_DESCRIPTION_headon&quot;&gt;Unlocalized test for this mode on this map&lt;/maptype&gt;
        &lt;/mode&gt;    </code></pre></div>]]></content>
			<author>
				<name><![CDATA[Valkirie]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2912</uri>
			</author>
			<updated>2014-03-08T07:46:14Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=146225#p146225</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: [BUG][COOP] bandomeer_refinery_assault]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=146224#p146224" />
			<content type="html"><![CDATA[<p>Hold object works in BF2142 with bots.&nbsp; &nbsp;It works on the coop space maps.</p><p>I did clean up the server.zip and remove all the land vehicles and the teamonvehicle code line that can cause issues with AI.&nbsp; &nbsp;I will pm you with the updated server.zip so you can test it out.</p>]]></content>
			<author>
				<name><![CDATA[Dnamro]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=914</uri>
			</author>
			<updated>2014-03-08T02:25:58Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=146224#p146224</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: [BUG][COOP] bandomeer_refinery_assault]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=146218#p146218" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Devilman wrote:</cite><blockquote><p>@ Valkirie<br />I know that in BF2 (Not BF2142)<br />If a bot enters a spawned vehicle which has the hold object code</p><p>ObjectTemplate.holdObject 1</p><p>the game will CTD<br />Not sure what happens in BF2142</p><p>Is the ObjectTemplate.holdObject 1 code,used on other maps without a CTD ?</p></blockquote></div><p>Well I&#039;ll try to rem lines with ObjectTemplate.holdObject 1 but I need my friends to join the server, that&#039;s only when he joins that the server crash.</p><p>I&#039;m now trying to navmesh endor_strike_team...</p>]]></content>
			<author>
				<name><![CDATA[Valkirie]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2912</uri>
			</author>
			<updated>2014-03-07T14:40:17Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=146218#p146218</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: [BUG][COOP] bandomeer_refinery_assault]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=146216#p146216" />
			<content type="html"><![CDATA[<p>@ Valkirie<br />I know that in BF2 (Not BF2142)<br />If a bot enters a spawned vehicle which has the hold object code</p><p>ObjectTemplate.holdObject 1</p><p>the game will CTD<br />Not sure what happens in BF2142</p><p>Is the ObjectTemplate.holdObject 1 code,used on other maps without a CTD ?</p>]]></content>
			<author>
				<name><![CDATA[Devilman]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=4971</uri>
			</author>
			<updated>2014-03-07T12:49:37Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=146216#p146216</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: [BUG][COOP] bandomeer_refinery_assault]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=146211#p146211" />
			<content type="html"><![CDATA[<p>I will do some testing</p>]]></content>
			<author>
				<name><![CDATA[Dnamro]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=914</uri>
			</author>
			<updated>2014-03-05T00:10:08Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=146211#p146211</id>
		</entry>
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