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=VG= Fastjack

VG Clan Member
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Posts posted by =VG= Fastjack

  1. Good for me? or good for Project Reality coop, so for the game itself?

    After some conversations in PR Discord, coop is hardcodded everywhere, we can have only ONE COOP gamemode. 

    I asked if it would be possible to reverse engineer the gpm_coop gamemode to include the insurgency gamemode in it. The python would check, if there are any  captureable controlpoint or ammocaches in the gpo. If the python finds only capturable CP's it will ignore any insurgency mechanics. If the python would find a ammocache in the gpo and no captureable CP's it would use the insurgency python logic and not the AAS4.

     

    Now, Imaging, having also the Option tot have multiple routes --- i would say that's the biggest WOW in BF2 coop modding Scene. Unique. Nothing similiar ever existed in the bf2 mod world.

     

    … but hey, ist shitty coop ….

    Edit :

    @Melon

    I found more missing ai Parameters in some weapon.ai's like from the Shilka. It misses one of the deviations (Deviation or DeviationcorrectionTime) dont remember excatly ,yet but i imformed Arab.

     

    • Upvote 1
  2. So it picks sofar understand the GSID of the controlpoint.

     

    Damn, i thought it picks a sublayer (object layer) of the gpo. If it would pick one of the sublayer, you could create one gpo for the maplayer (like std / 64) but you could  have different flags that are related to the objects layer. So one route is in object layer 1, another route in object layer 2 and a 3rd route is in object layer 3. Python picks one object layer randomly and ignores the other layers (including the strategicareas). 

    If it would work like this we could have multiple routes in one maplayer. So no limitations. That means we could have 1 Million differnt Layouts for coop.

  3. 11 hours ago, Cruizer said:

    Just curious, the btr for that layer is under what name? Cuz I couldn't find the spawn delay time for the btr that spawn on that flag objective. From what I remember, everytime I killed a btr that spawn there, the next 1 spawn like less than 2 or 3 minutes. Sometimes instantly (probably when the current btr was manned & move out from spawn location without getting shot by us)

     

    I always tell my guys (in apc squad) to ignore that btr & it's spawn & to priorities the armour blitzkrieg as well as that tow which spawn on that flag (including the tow on Apartments objective) 

    ObjectTemplate.maxNrOfObjectSpawned 4

    That means, if one btr (i think he means the mtlb) spawned a left the radius from where it spawned (missing that line, Default value kicks in) another one will spawn till the 4 btr(mtlb) spawned. 

    Edit: why the commander btr acv can spawn 4 times? 

  4. 5 minutes ago, Rabbit said:

    Which layer? the ones I am looking at are all mostly 5min and 10 min.

    32 layer
     

    Quote

    rem [ObjectSpawnerTemplate: cpname_kashan_desert_coop32_northvillage_ats]
    ObjectTemplate.create ObjectSpawner cpname_kashan_desert_coop32_northvillage_ats
    ObjectTemplate.activeSafe ObjectSpawner cpname_kashan_desert_coop32_northvillage_ats
    ObjectTemplate.modifiedByUser "Double_13"
    ObjectTemplate.isNotSaveable 1
    ObjectTemplate.hasMobilePhysics 0
    ObjectTemplate.setObjectTemplate 1 mec_ats_milan_ndl
    ObjectTemplate.team 1
    ObjectTemplate.teamOnVehicle 1

    Missing spawntimers
     

    Quote

     

    rem [ObjectSpawnerTemplate: cpname_kashan_desert_coop32_northvillage_ats_0]
    ObjectTemplate.create ObjectSpawner cpname_kashan_desert_coop32_northvillage_ats_0
    ObjectTemplate.activeSafe ObjectSpawner cpname_kashan_desert_coop32_northvillage_ats_0
    ObjectTemplate.modifiedByUser "Double_13"
    ObjectTemplate.isNotSaveable 1
    ObjectTemplate.hasMobilePhysics 0
    ObjectTemplate.setObjectTemplate 1 mec_ats_milan_ndl
    ObjectTemplate.team 1
    ObjectTemplate.teamOnVehicle 1

     

    This too

    So they sapwn something between 30-60 seconds.

  5. But the double'fied changes are the wrong way.

    Respawn times for static emplacement's (kashan) are to short and there are spawnpoints in the village that are related to south bunker. You have to leave at least 2 or 3 people behind only to defend the village. Splitting manpower. On a full server no problem but how it looks when you play only with 16 people on it?

    Only assetwhores benefit from those changes.

    Placing spawnpoints, that are related or not related to other flags, inside the cap-radius from any flag is not the SOLUTION ! It results in camping spawnpoints - Immersion breaker number one. You see how it ends = Shijia Valley and wounded bots.

    You have many other ways to make it harder without putting a shitload of assets in for the bots.

     

  6. About why Burning Sands 32 crashs.

    @Melon:

    The gb_jep_panther gunner is using an objects.ai that isn't completed. It missing all the controllinfos, so the whole ai dont even accept the objects.ai template.

    There exist a secondary objects.ai for the Crow weaponsystem that is finished but has a different name.

    Exchange 

    ObjectTemplate.aiTemplate mg_gunner_crows_5020_ai

    to 

    ObjectTemplate.aiTemplate turret_gunner_crows_5020_ai

    and the Panther is fixed and Burning Sands also.

    PR Devteam is informed. 

     

    Edit : Us crow humvee has the same problem.

    • Like 1
    • Upvote 3
  7. @floatplane

    it is not like that  that all maps are broken.

    Some map crashes due to Errors in the vehicle AI templates (excample chinese attack helicopter).

    Some other maps crash because some faction got the new smoke vs. ai. It was not only the missing watercollisions that crash the server if you threw them into water. There is also a problem with one AI kittemplate that doesn't like the new smoke grenade on the itemindex 6 (bad Evil rifleman kit).

    Another problem is that the meinsurgents faction (medic class) having the bandages on itemindex 9 (this Slot is hardcodded to the parachute for bots) and crashing the Server over time.

    The Dev's are already Aware About the issues and added the fixes for the next patch.

    • Upvote 2
  8. The last 2 days i was working on albasrah. I made a new gpo for the coop insurgency gamemode. 

    I kept it simple but i got many crashs and i was forced to pinpoint the errors by deactivating every objectspawner from vehicles.

    Here what i noticed after testing - crashing - making changes - testing - crashing - making changes … (at least 20 times). Pure frustration, i wished i spend my time on more important things.

    • I used the gb_trk_logistic_cage and hitting a yellow oil barrel at the vcp crashed my game.
    • AI was shooting at me as i drove another logi truck = game crashed. When AI shooting me in a landrover with 50cal, i die normally and can spawn normally.
    • I was bleeding and as i entered a landrover, it teleported me to desktop.
    • Putting the landrover gmg in the gpo. Crashed in loadingscreen. Same for the warrior with cage.
    • INSERT HERE RANDOM CRASHES without having a clue of WHY?

    I need to know, if the people on our server (or other servers) having crashes related to factions. In the moment, it seems to me, that GB_sp faction has a issue or the meinsurgents_sp faction causing the problems.

    I will check,  if i get  ame problems, when i use another Blufor faction on basrah. AFAIK, us faction dont have issues on Kokan.

    I also checked, if one kit could cause problems by giving the kit a weapon that dont fit to the aiTemplate for the bot. Some weaponslot (itemindexes / IDX) are hardcodded for some bots in the bf2 ai.

    Sidenote : @=VG= melonmuncher

    I found out, that many spawnscreen kit setups are loading only 5 different aitemplates at all. 

    • officer kit ai      = specops
    • medic kit ai       = medic (must have : epipen on idx6 / medikit on idx5 / 
    • grenadier kit ai = assault
    • rifleman kit ai   = support
    • specialist kit ai  = assault (again???)
    • LAT kit ai            = AT
    • AR kit ai             = assault (again and again???)

    The aiTemplate for sniper and engineer are only available for special kits and not selectable in the spawnscreen.

    BF2 ai / bots only using kits from the spawn selection menu and the bf2 ai should have all 7 different ai kit templates in it or bots acting weird but doesn't mean to crash the game.

     

    • Upvote 2
  9. 7 hours ago, =VG= SemlerPDX said:

    I do need me that break if you can be patient for 12 hours tops, might get a second wind here tonite, it's only 8pm for me and damned if I can get to sleep before 3am these days.  Cheers, brother!

    My sleepmode is also bugged. Was up till 5 am in my timezone and now i have headache and doesn't feel good.A lso i need a Little bit time to prepare Things so no rush.

    I have at least one thing ready and that is Gaza.

    • Upvote 1
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