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=VG= Fastjack

VG Clan Member
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Posts posted by =VG= Fastjack

  1. Yes Nvram, the layers ALT & STD is the same ....
    I do that because we can run the map twice with different settings. But i wait for more feedback or wishes before i change anything in the 2nd layer.

    The trick is :

    one time we can play : STD = USMC vs Taliban
    or other Factions like : ALT = Germans vs Taliban
    or we exchange vehicles or change some starting Controlpoints etc.

    About further changes:
    My meaning is, its better to delete 2 ControlPoints, to have more space between the flags.

    What we change finally, depend on VG / WCC and our PR coop community. Create a big pool of ideas and we will see what happens.







  2. We can have more. But not every vanilla map is a good candidate.

    Sharqi, Muttrah and Jalalabad are good candidates to play Infantry with Humvees and Strykers. No heavy vehicles.

    Cleansweep and Daqing is great enough to use helicopters and tanks.
    The botforces can use jets (not the USMC, the airfield is to short to take off).

    Dragon Valley and Fushee is great enough for more helis, apc's or tanks.

    How much vehicle and heli stuff we put inside a map is only a question of balance.

    I think, i must check some vanilla custommaps with botsupport or some SF maps. I mean we need a night map.

    The edge of playing vanilla maps is the short range to the flags and u have constant action like the small mapversion of ramiel or gaza.






  3. Yeah, we caping.




    Building assets working fine. The TOW launcher (right bottom corner) is already removed.




    The bots doing the job (covering directions) better as an human. Nice teamwork botties. Look at the left bot on the technical. Never saw that before.



    He stands on this position and the technical spawns. Now he's kneeing on the technical front.

    Sorry, it seems i forget in my euphoric to make screenshots from Daqing.

    greetz
  4. Ok, happy birthday VG

    i fixed some bugs from the Osprey:
    Added Co-Pilot weaponhud "20MM Gun" with zoom
    Added some critical damage effects
    Added supplydrop
    Added repair supplydrop
    Modified the ArmorComp
    Changed some materials
    Modified the Exitpoints
    Modified the flare decoy launcher

    Known issues :
    Controlpostsnames displayed incorrect.
    Not able to add the Pilot-Kit requirement for the Osprey.
    Displey for the repair and suppliedrop (shows only the Supply crate magazin)
    Must delete the different 3rd player camera.
    Remove Osprey spawnpoint (that comes after the testings)

    Mapchanges:
    Changed one Technical spawn to an Gaskin spawn.
    Changed some spawningtimes from the technicals.
    Deleted some bot-only vehicles from the USMC side.

    In progress :

    New Enginephysics settings for the Osprey.
    Small cosmetical eastereegs.
    Change the neutral market controlpoint, to the insurgentside.

    I upped the new Karbalaversion to the Mediafile Account from Blud.

    @ Blud:
    Pls, inform everybody, that the new version is coming.
    All old vesions must be deleted (its no Osprey inside xD).
    Install it pls on the testserver.

    Greetz Fastjack




  5. Look into the maps server.zip
    Open the terrain.con and look for this
    terrain.detailmapBaseName "Levels/karbalb/Detailmaps/tx"
    terrain.lowDetailmapBaseName "Levels/karbalb/LowDetailmaps/tx"
    terrain.colormapBaseName "Levels/karbalb/Colormaps/tx"
    terrain.lightmapBaseName "Levels/karbalb/Lightmaps/tx

    This 4 entries are pathed in the terraindata.raw and must renamed
  6. U got an error like this right?!

    Open the terraindata.raw with an Hexeditor. U must found in the right bar an entry of the name. U cannot add more alphabeticsto the name but u can exchange each alphabetic with another one. U must change the dezimal numbers (idk which number is whart alpahabetic is)

    If u have a mapname with 7 alphabetics rename the map with an name with 7 alphabetics.

    Now, u add all other pathes to the new mapname.



  7. Hi CC,

    i found one of ur old requests in the pr forum: http://www.realitymod.com/forum/f388-pr-bf2-community-modding/78998-help-add-request-kit-ability-object.html


    Anyway, I've been searching for how you guys did this with supply crates and APCs and didnt really find anything. So how exactly do you add this feature to them or any other object for that matter?


    I think, he didn't understand ur question correctly?!

    It's a feature since yesterday from the Osprey.

    I added this codelines and correct the position from the supplycrate spawn

    ObjectTemplate.addTemplate us_the_uh1n_supply_drop_bighelo_tglcam


    ObjectTemplate.setPosition 0/-0.33508/-8


    Addionally, i copied the complete firecomp into the Ospreytweak:

    U can call all things by the name from another vehicle with this feature.
    If u want, that an APC drops an supplycrate, add the codelines from the Supplietruck.
    If u want, that another chopper drops a supplycrate use the codelines from the Chinook or Hueytrans.

    U cannot create a new spawner with a new name (need to modify pythonscript or maybe a new one) but u can use an existing ObjectTemplate !cheers (the name allready exist in the pythonscript.)

    gr

    Fastjack


  8. CC, remember?
    I suggest you forget about the Osprey since you need to ask for it which takes time......


    Need's not really time, clivewil say's :

    yes, you can use it for any BF2 project you like. have fun.


    The Osprey is now, an fine CAS Trooptransport-VTOL testmap feature.
    I make some minor cosmetical changes with the damageambients and add some damageeffects, maybe some material changes with the armor from this nice bitch.
    I think about another change, but more later.



  9. Agreed with Badploy,

    if we finished the work, we need a big event news for this.
    I hope we can inform so much vg server players how we can.
    Maybe a servermessage before the time comes, idk.

    I fixed the shooting problem. Now the bots using the rpg's. Last test, i get three hits in a short time and .......... dead.

    The problem was, the Opsrey used an new vehiclecategory template and the pr bots aren't able to identify it (UFO?!?!?).
    I changed that to an helicopter template.








  10. Ok, AIBehaviour.ai problem is fixed.

    I changed some codelines of the Osprey tweakfile
    Now we can run it directly without modifing the basic pr AIBehaviour. I switched that. The Osprey use now the pr AIBehaviours and not the standard Osprey ai.

    I test now, if the Bots shooting me with his RPG's
    Today, we have many successes.

    I give more updates tommorrow.

    fastjack
  11. I know, but i love the details. !punish

    And i found another major bug after testing: The enemybots never shoot at the Osprey.

    Guy's, its not so easy to say, oh it it works basically and looking good that its enough.
    I think i can solve all this problems and that is all mapbased but i'm waiting for answer from Void.

    greetz
  12. But before i must ask clivewil for permissions for use it.

    If we use it only for a map and not for an own mod or something like that, we have good chances buas i said before: i must ask clive.

    The Osprey isn't really finished. He need some pr setups:

    Known bugs;

    1. everybody can fly it without change to an piloting kit. At time, idk how i can edit it.

    2. the Osprey have an selectable spawnpoint, like a mobile rallypoint. Better we remove this. No big deal.

    Who wants to know more about that:

    http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=14636&pid=159016&mode=threaded&start=100#entry159016
  13. CC,

    i wrote Void an E-mail about this Issue, that the bots capturing the wrong flag:
    My questions about that issue

    Sometimes the Commander ordered us to an Uncapable Flag (not really uncapable but u must capture first some other flags before u can get this one)....


    Void answer:

    Is this something like the "Push" game mode in FH2, where some python code forces you to cap flags in a particular order? I've written custom SAI for several such maps...


    and 2 way's to solve that

    There are two ways to fix it. First, you can un-neighbor the flags that are leading to the (conditionally uncappable ?) flag. This is probably not what you want to do, but it depends on how the map is laid out. It could be an option for you, I dunno.

    The second way is to write (or have someone write) custom strategies for the map so that the SAI code enforces the order in which CPs must be captured. This is a much better solution, but it is time consuming.

    BF2's SAI cannot tell if a flag has been made uncappable by a python script. Running Vanilla strategies or my ESAI, such a flag will be attacked so long as the attacking side controls one of its neighbors.


    I look, if i can do this, to write an and customized strategy for karbalb, or ask Void if he can help me once again to learn SAI scripting. It's really different as tweaken.

    greetz
  14. Good work CC but we need that not really anymore.
    Because: we can rename the maps, we can put the new map directly into the levelsfolder. The new map version and original have different names and can't be overwriten by the otherone (it's like a new map). Now, everybody can installl it without doubts

    But good to know, that u able to create things like this.

    Strange, i googled the whole I-net to find a maprenamer tool (found only the BF2 Editor Helper 1.4 Rexman).

    Rexman's tools does't modify the pathes for the Colormaps.

    The reason why i'm so happy is, i found that WAY (editing the rawfile with an HEXEDITOR) by myself, without any help or hinds from other moddingsites.

    I changed the spawning vehicles. The LB's are replaced with one Kiowa and one BlackHawk. The Botonly vehicles are all removed. It exist no 1seaters anymore one the USMC side.
    I added a second levels layer (32). Its the same like the 64 layer version. there spawns an additional us_ahe_ah6a (rocketLB) chopper.

    The 64 layer run's the "ESAI medium FCA PF PB" strategy.
    The 32 layer run's the "ESAI large FCA PF PB" startegy.

    greetz


    Edit: damned, i forgot to edit the *desc file for the 32 layer. It doesn't work at moment.

    Mea culpa
  15. Yeah, i'm so smart,

    i fixed the renaming issue from a map.
    The last pathes must be changed in the terraindata.raw.
    Only possible with an HEXEDITOR. I changed the last alphabetic from the mapname.

    KARBALB - I tested and it works the same like the original.

    Now, we need no anymore to switch the original and ESAI-map after the tests.

    I have a new version of Karbala now (karbalb).
    Before i upload it, i want to change some vehicles for the USMC side.

    I think one LB is not bad. Any transportchopper suggestions?

    greetz Fastjack

  16. CC,

    i found the temperature SA's values of Daqing vbf2 map. The last numbers are the temperatures ( i mean 30 / 80 / 50).

    EXCAMPLE : gamemode\gpm_coop\16\ai

    aiStrategicArea.createFromControlPoint SinglePlayer_16p_OSS_Garage 304 30
    aiStrategicArea.createFromControlPoint SinglePlayer_16p_OSS_Oasis 301 30
    aiStrategicArea.createFromControlPoint SinglePlayer_16p_OSS_OilPlant 303 80
    aiStrategicArea.createFromControlPoint SinglePlayer_16p_OSS_Village 302 50

    Edit the values : all SA's the same setting:

    gr
  17. Its that an uncaptable flag or u placed a new Controlpoint?
    ESAI can be overruled, if the SA (StrategicAres) from the flag have an extremly high TEMPERATURE value.

    Its only a Excample
    Each soldier, vehicle and controlpoint have a specifiec value. TEMPERATURE.
    A soldier in PR have a basic temperature of 1.
    A HUMVEE have a value of 10. Airplanes and choppers of 20.

    Now, we have 2 HUMVEES's.
    5 soldiers in a HUMVEE 5+10=15 Temperature.
    1 Soldier in a HUMVEE 1+10=11 Temperature.
    Now, both HUMVEE's defending a friendly Flag (friendly SA = hostile SA for the enemy)
    This 3 basictemps from all factors (soldier,vehicle und SA) are calculated to an final Temperature value

    The full HUMVEE have the higher rating and deemed to attacked first by the enemybots.
    U can see the right calculation in the BFSP thread http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=12257&hl=temperature

    I looked into the Daqing map vBF2 but i can't find any temperature values in the StrategicAreas.ai
    AIX using high temperature values and a modified UAV commander asset to let the enemy bots attack and destroy it.

    Give me the flagnames or look into the maps server.zip \gamemode\gpm_coop\playersize 16-32 or 64\ai = here is the startegicArea.ai. Look for the following codeline :

    aiTemplate.basicTemp xx (xx is a value)

    Another rootcause is maybe, the neighbours and waypoints from the maps and is it a 1 or 2 waypoint from flag to flag. The bots need a navigationrouting.
    If one Controlpoint haven't a neighbour to another Controlpoint, the bot must capture first a flag with an existing waypoint/neighbour to take the issued flag

    IDK, if the BF2SP64 mod use high temp values.

    Fastjack


  18. WAIT CC before u starting.

    Download the BF2SP64 mod or the mappack.
    All vBF2 vanilla maps are converted and integrated in this mod and have better navmeshes as the vBF2 standard maps.
    Also, they added different gamemode layers (16/32/62) to all maps.
    All objectspawners need a workaround and the team settings in pr is different.
    Its different to convert it to pr as u convert a vBF2 map to the AIX mod.
    I don't if u allready know this link, MAPAUDIT tutorial from the pr devs. http://www.realitymod.com/forum/f189-modding-tutorials/24725-map-tutorial-map-audit.html Usefully guide for converting jobs
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