316 (edited by G_Redeye 2011-05-21 17:59:54)

Re: Single Player mini-mod WIP

Twigs wrote:

First Strike 1.5 has the following AI maps where you can fight the bots:
Battle of Yavin (with bots flying Ywings, Xwings and TIE's)
Encounter at Mos Entha (Standard Infantry map)
Endor Strike Team (Infantry)
Endor Clearing (infantry but also features bots driving Speeder bikes, Combat Speeders and ATST)
Bestine (Infantry)

All these maps are available to play as Singleplayer or in Co-Operative mode online.

*SMAAACKS Twigs* you've missed the mmmost important! big_smile

Just done a 'lil inquiry and I've found that although the above list is right as for conquest cooperative mode, as for single player mode it looks out differently (has 2 more):

Bandomeer Refinery Assault
Battle of Yavin
Encounter at Mos Entha
Endor Clearing
Endor Strike Team
Tatooine Bestine
Tatooine Mosespa

Due to this, I have to slightly correct a point of my earlier post as well :

G_Redeye wrote:

... there are just too few maps that have conquest cooperative / sp mode in First Strike core mod - e.g. Bandomeer Refinery also doesn't have such mode there ...

Although Bandomeer Refinery map doesn't have conquest cooperative mode, it does have single player mode actually what's a good base to add a cq coop version of the map to the core mod, I'm already testing one.

It's not the place or the time what's really important in the Universe but the speed ...

317 (edited by Dnamro 2011-05-22 02:12:21)

Re: Single Player mini-mod WIP

G_Redeye,

The installer for the bf2editor looks for a specific registry entry with the location of the BF2 game.   It's possible to create an entry in the registry to fool the installer into believing that you have bf2 installed.    The details can be found here:

http://www.battlefieldsingleplayer.com/ … opic=15821

I also have the latest version of the bf2editor files in a zip file.   I don't want to post it publicly.

As far as bandonmeer refinery having ctd problems, be aware that the map does not have infantry or vehicle pathmaps, so the bots are only supposed to spawn into aircraft.

Also, AI was tested only for vehicles that sp/coop support was released in First Strike 1.5.   Now, I have tested and worked out AI support for most of the first strike vehicles in 1.5, which has not been released yet.  I had to modify some vehicles to work decently with bots.   

For example, bots can't use heat seeking weapons, but a weapon can be coded as non-heat seaking weapon so the bot can use however that weapon can still fire a heatseeking projectile (the bot's just don't know that it's heat seeking anymore).   Also, there are lots of vehicles with heat seeking code in the weapons even though they use non heat seeking projectiles. 

Another example is the Freerunner.   The rear firing gun is pretty much useless with bots, so I made a version with a forward firing gun.

The capital ships will need some recoding to get them working with bots.   The gun positions are coded generically and share code between ships.  The AI has to be coded specifically to each position, which can't be done without a lot of recoding.

As far as allowing a player to take over any automated gun position, check the \ai folder of the mod and look for the autocontrollers.ai file.  It is an unzipped file that can be editing with notepad of any text editor.   Make sure every autocontroller entry has this line:

autoControllerTemplate.allowTakeOver 1

Send me a PM if you want the link to my zip version of the bf2editor

Re: Single Player mini-mod WIP

Dnamro wrote:

The installer for the bf2editor looks for a specific registry entry with the location of the BF2 game.   It's possible to create an entry in the registry to fool the installer into believing that you have bf2 installed.    The details can be found here:

http://www.battlefieldsingleplayer.com/ … opic=15821

I also have the latest version of the bf2editor files in a zip file.   I don't want to post it publicly.

Thanx, and I'd be thankful for your link to the zip, guess it's not a problem if I'd rather ask you for it here keeping an eye on my PM inbox for the answer (send it as you'd like to).

Dnamro wrote:

As far as bandonmeer refinery having ctd problems, be aware that the map does not have infantry or vehicle pathmaps, so the bots are only supposed to spawn into aircraft.

Also, AI was tested only for vehicles that sp/coop support was released in First Strike 1.5.   Now, I have tested and worked out AI support for most of the first strike vehicles in 1.5, which has not been released yet.  I had to modify some vehicles to work decently with bots.   

For example, bots can't use heat seeking weapons, but a weapon can be coded as non-heat seaking weapon so the bot can use however that weapon can still fire a heatseeking projectile (the bot's just don't know that it's heat seeking anymore).   Also, there are lots of vehicles with heat seeking code in the weapons even though they use non heat seeking projectiles. 

Another example is the Freerunner.   The rear firing gun is pretty much useless with bots, so I made a version with a forward firing gun.

The capital ships will need some recoding to get them working with bots.   The gun positions are coded generically and share code between ships.  The AI has to be coded specifically to each position, which can't be done without a lot of recoding.

Sounds interestingly, but I have a brand new info about bandomeer refinery cq coop / sp mode CTD bug I was just about to submit big_smile

Firstly, the cause of the CTD exists in all the 3 mods (FS_SP, FSX and First Strike core) the only cause it hasn't been noticed yet in the core mod is that FS core mod / Bandomeer is rarely played in sp mode and the CTD can be triggered by the rare event when a player (both human or AI) gets in a starfighter craft of the opposing team. Now I've found the solution that completely removes the bug, without needing to replace athmospheric starfighters with their space version and you won't believe it how simple it was to find it big_smile

I've simply opened the gpo file of the 64 player conquest version of the map of the core FS mod and I've found the next two lines right in the first starfighter objecttemplate setup:

"ObjectTemplate.dontclearteamonexit 1
ObjectTemplate.locktoteam 1"

These lines has even been left out by the FS devs themself from the sp version of the map so you can easily trigger the CTD when playing it even in the core FS mod if you try to pick e.g. a T/I while you're in the rebel team.

The solution is simply adding these two lines to each starfighter spawner objecttemplate block in each gpo file.

For example:

rem [ObjectSpawnerTemplate: bot_tie1]
ObjectTemplate.create ObjectSpawner bot_tie1
ObjectTemplate.activeSafe ObjectSpawner bot_tie1
ObjectTemplate.modifiedByUser "Eier"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.grip 1
ObjectTemplate.setObjectTemplate 1 Tie_Interceptor_Atmospheric
ObjectTemplate.minSpawnDelay 0
ObjectTemplate.maxSpawnDelay 1
ObjectTemplate.maxNrOfObjectSpawned 9999
ObjectTemplate.holdObject 1
ObjectTemplate.teamOnVehicle 1
ObjectTemplate.dontclearteamonexit 1
ObjectTemplate.locktoteam 1

Dnamro wrote:

As far as allowing a player to take over any automated gun position, check the \ai folder of the mod and look for the autocontrollers.ai file.  It is an unzipped file that can be editing with notepad of any text editor.   Make sure every autocontroller entry has this line:

autoControllerTemplate.allowTakeOver 1

Another thanx for this, I'll try it.

It's not the place or the time what's really important in the Universe but the speed ...

319

Re: Single Player mini-mod WIP

You shouldn't need to add that to each block, just add it at the start. Then each vehicle of that type will be locked to it's set team.

Bite my shiny metal Tie Fighter!
http://img.photobucket.com/albums/v600/TALON_TAW/TwigsSIG.jpg
http://stats.fsmod.com/sig/pilot.JE_Twigs.png

Re: Single Player mini-mod WIP

G_Redeye,

I sent you a PM with the link.   

Yes, the TeamOnVehicle line can cause issues with bots.  Good catch.   When I see it, I remove it from the SP/coop GPOs.   Cool find on a fix that doesn't require removing the line.

321 (edited by G_Redeye 2011-05-22 15:19:05)

Re: Single Player mini-mod WIP

Dnamro wrote:

G_Redeye,

I sent you a PM with the link.

PM's received, thanks a lot.

Dnamro wrote:

Yes, the TeamOnVehicle line can cause issues with bots.  Good catch.   When I see it, I remove it from the SP/coop GPOs.   Cool find on a fix that doesn't require removing the line.

"REM-ming" off / deleting TeamOnVehicle setup had come into my mind too and tested it far before I got to the real solution, and that doesn't solve the CTD issue so I'd suggest my solution instead what iiis exactly a solution that avoids removing TeamOnVehicle setup (see it above, plz spend some time to read it carefully). I have a theory that explains this, that the particular "object entry" to render an imp starfighter with a reb pilot or vice versa, a reb starfighter with an imp pilot is not present in First Strike (yet smile ).

It's not the place or the time what's really important in the Universe but the speed ...

Re: Single Player mini-mod WIP

Twigs wrote:

You shouldn't need to add that to each block, just add it at the start. Then each vehicle of that type will be locked to it's set team.

Awwww you're right Twigs, I have to admit I've me***d this, sorry guys neutral

Firstly, the exact way of adding the "object locking" lines using the example mentioned above is:

ObjectTemplate.active Tie_Interceptor_Atmospheric
ObjectTemplate.dontclearteamonexit 1
ObjectTemplate.locktoteam 1

rem [ObjectSpawnerTemplate: bot_tie1]
ObjectTemplate.create ObjectSpawner bot_tie1
ObjectTemplate.activeSafe ObjectSpawner bot_tie1
ObjectTemplate.modifiedByUser "Eier"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.grip 1
ObjectTemplate.setObjectTemplate 1 Tie_Interceptor_Atmospheric
ObjectTemplate.minSpawnDelay 0
ObjectTemplate.maxSpawnDelay 1
ObjectTemplate.maxNrOfObjectSpawned 9999
ObjectTemplate.holdObject 1
ObjectTemplate.teamOnVehicle 1

That is, the locking lines must be the first, plus there are 3 of them actually:

ObjectTemplate.active anystarfighter
ObjectTemplate.dontclearteamonexit 1
ObjectTemplate.locktoteam 1

Secondly, although these lines do prevent human players from getting in starfighters of the opposing team, I'm not sure now that they completely remove all the CTD causes since I'm testing a conquest cooperative version of bandomeer using the locking lines and I'm still having CTDs sad

The only hope that there may be other vehicles on the map that aren't locked and should be ... I'm about to give it up anyways, sorry neutral

It would be awesome if this would be taken over by the devs from this point ...

Apologize...Apologize...Apologize...Apologize...Apologize...Apologize...Apologize

It's not the place or the time what's really important in the Universe but the speed ...