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=VG= Fastjack

VG Clan Member
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Posts posted by =VG= Fastjack

  1. You forgot to mention the testserver. 

    Xena's tool isn't our problem. Also our wrong setups aren't the real problem. It caused only buggyness. But thanks for updating it.

    The real problem is the question is coop 1.6 broken or the maps gpo's are broken or a wrong ai template of a handheld weapon/Vehicle is broken?

    Who know's :dntknw:

    We know the stuff that works like factions, vehicles, maps, new features like body dragging etc. 

    Take your break. 

     

     

     

    • Like 1
    • Upvote 1
  2. 2 minutes ago, WarGhost said:

    I'm sure all will be fixed with time of patient.

    We will be back to the battlefield, just matter of time.

    Exactly. 

    First i was also really dissapointed the first days but now … when we all work together and report every yhing we can, than the chances are good that coop get fixed.

    Spartanish report about the smoke grenade in water helped much. Devs debugged the rootcause.

     

     

    • Upvote 3
  3. Fallujah (Immersion breakers)

    1. cpname_fallujah_west_coop64_upstreet_2     = humans can spawn on - missing OnlyForAI
    2. cpname_fallujah_west_coop64_upstreet_4     = humans can spawn on - missing OnlyForAI
    3. cpname_fallujah_west_coop64_crossroads_2   = humans can spawn on - missing OnlyForAI
    4. cpname_fallujah_west_coop64_crossroads_3   = humans can spawn on - missing OnlyForAI
    5. cpname_fallujah_west_coop64_crossroads_4   = humans can spawn on - missing OnlyForAI
    6. cpname_fallujah_west_coop64_crossroads_5   = humans can spawn on - missing OnlyForAI
    7. cpname_fallujah_west_coop64_crossroads_6   = humans can spawn on - missing OnlyForAI
    8. cpname_fallujah_west_coop64_crossroads_7   = humans can spawn on - missing OnlyForAI
    9. cpname_fallujah_west_coop64_crossroads_8   = humans can spawn on - missing OnlyForAI
    10. cpname_fallujah_west_coop64_crossroads_9   = humans can spawn on - missing OnlyForAI
    11. cpname_fallujah_west_coop64_crossroads_10  = humans can spawn on - missing OnlyForAI
    12. cpname_fallujah_west_coop64_mosque_1       = humans can spawn on - missing OnlyForAI
    13. cpname_fallujah_west_coop64_mosque_2       = humans can spawn on - missing OnlyForAI
    14. cpname_fallujah_west_coop64_mosque_5       = humans can spawn on - missing OnlyForAI
    15. cpname_fallujah_west_coop64_mosque_6       = humans can spawn on - missing OnlyForAI
    16. cpname_fallujah_west_coop64_mosque_7       = humans can spawn on - missing OnlyForAI
    17. cpname_fallujah_west_coop64_mosque_8       = humans can spawn on - missing OnlyForAI
    18. cpname_fallujah_west_coop64_mosque_9       = humans can spawn on - missing OnlyForAI
    19. cpname_fallujah_west_coop64_upstreet_5     = humans can spawn on - missing OnlyForAI
    20. cpname_fallujah_west_coop64_upstreet_6     = humans can spawn on - missing OnlyForAI
    21. cpname_fallujah_west_coop64_downstreet_1   = humans can spawn on - missing OnlyForAI
    22. cpname_fallujah_west_coop64_downstreet_2   = humans can spawn on - missing OnlyForAI
    23. cpname_fallujah_west_coop64_downstreet_8   = humans can spawn on - missing OnlyForAI
    24. cpname_fallujah_west_coop64_downstreet_9   = humans can spawn on - missing OnlyForAI
    25. cpname_fallujah_west_coop64_downstreet_10  = humans can spawn on - missing OnlyForAI
    26. cpname_fallujah_west_coop64_suburbs_1      = humans can spawn on - missing OnlyForAI   
    27. cpname_fallujah_west_coop64_suburbs_2      = humans can spawn on - missing OnlyForAI
    28. cpname_fallujah_west_coop64_suburbs_6      = humans can spawn on - missing OnlyForAI
    29. cpname_fallujah_west_coop64_suburbs_7      = humans can spawn on - missing OnlyForAI
    30. cpname_fallujah_west_coop64_suburbs_11     = humans can spawn on - missing OnlyForAI
    31. cpname_fallujah_west_coop64_suburbs_12     = humans can spawn on - missing OnlyForAI
    32. cpname_fallujah_west_coop64_redcross_1     = humans can spawn on - missing OnlyForAI
    33. cpname_fallujah_west_coop64_redcross_2     = humans can spawn on - missing OnlyForAI
    34. cpname_fallujah_west_coop64_redcross_3     = humans can spawn on - missing OnlyForAI
    35. cpname_fallujah_west_coop64_redcross_4     = humans can spawn on - missing OnlyForAI
    36. cpname_fallujah_west_coop64_redcross_5     = humans can spawn on - missing OnlyForAI
    37. cpname_fallujah_west_coop64_redcross_6     = humans can spawn on - missing OnlyForAI
    38. cpname_fallujah_west_coop64_redcross_9     = humans can spawn on - missing OnlyForAI
    39. cpname_fallujah_west_coop64_redcross_10    = humans can spawn on - missing OnlyForAI
    40. cpname_fallujah_west_coop64_hospital_1     = humans can spawn on - missing OnlyForAI
    41. cpname_fallujah_west_coop64_hospital_2     = humans can spawn on - missing OnlyForAI
    42. cpname_fallujah_west_coop64_hospital_3     = humans can spawn on - missing OnlyForAI
    43. cpname_fallujah_west_coop64_hospital_4     = humans can spawn on - missing OnlyForAI
    44. cpname_fallujah_west_coop64_hospital_5     = humans can spawn on - missing OnlyForAI
    45. cpname_fallujah_west_coop64_hospital_6     = humans can spawn on - missing OnlyForAI
    46. cpname_fallujah_west_coop64_hospital_7     = humans can spawn on - missing OnlyForAI
    47. cpname_fallujah_west_coop64_hospital_8     = humans can spawn on - missing OnlyForAI
    48. cpname_fallujah_west_coop64_hospital_9     = humans can spawn on - missing OnlyForAI
    49. cpname_fallujah_west_coop64_hospital_12    = humans can spawn on - missing OnlyForAI
    50. cpname_fallujah_west_coop64_hospital_13    = humans can spawn on - missing OnlyForAI
    51. cpname_fallujah_west_coop64_upstreet_7     = humans can spawn on - missing OnlyForAI
    52. cpname_fallujah_west_coop64_upstreet_8     = humans can spawn on - missing OnlyForAI
    53. cpname_fallujah_west_coop64_upstreet_9     = humans can spawn on - missing OnlyForAI
    54. cpname_fallujah_west_coop64_usmain_13      = should be set to humans only - missing OnlyForHuman
    55. cpname_fallujah_west_coop64_usmain_16      = should be set to humans only - missing OnlyForHuman
    56. cpname_fallujah_west_coop64_suburbs_10     = missing AIEnterOnSpawn (botmortar)
    The OrderPositions for vehicles and soldiers are fine, so that is not the cause the errors/crashs.
     
    Question: Fallujah has a new navmesh? It seems to me so when i look in the aipathfinding creation/changing dates.
    • Upvote 1
  4. 7 hours ago, Xenalite said:

    I find it astonishing that after months available for testing they still manage to release a product which is totally fucking broken on things that weren't broken before.

    There is no need to point the fingers on the whole DEV Team. They don't deserve it for what they did all over the years for the PR community.

    Also, products from any AAA Company are bugged as hell when they come out and mostly never got fixed because it get replaced by another product, from same company, with the same name, with another number behind it and we paying money for it.

    But i share your feelings Xenalite. It feels like sabotage when i look back on all incidents that happend in the past.

    (SIDENOTE) : I'm saying it feels like sabotage, not saying it is one)

    At least, we got a blue loading bar :b0209: (new MEME)

     

    • Upvote 4
  5. That crash could be caused by by atleast 3 mistakes.

    Muttrah STD

    The objectspawner cpname_mc_64_fort_MEC_SupportTruck, not placed on vehicle navmesh. Spawnbase shows red.
    Same goes for one forklift at the docks but that couldn't caused the crash because there spawning no blufor bots who can enter it.
     
    The spawnpoint cpname_muttrah_city_2_coop64_fort_11,  botspawnpoint that stucks in the scorpion missing the flag AIEnterOnSpawn.
     
    Also found some immersion breaking spawnpoints related to northcity and southcity. Human players can spawn on it. Missing the OnlyForAI flag. 
     
    cpname_mc_64_southcity_2   
    cpname_muttrah_city_2_coop64_northcity_10
     
    That took me atleast 30 minutes to go through all objectspawner, spawnpoints, checking order positions in the StrategicAreas.
     
    Quote

    for now you have to enjoy the nearly 50 fixed layers

    49 layers left to check.
     
    • Upvote 3
  6. On 30.4.2020 at 5:10 PM, Double_13 said:

    As I am currently maintaining coop please report all the In-game bugs as detailed as possible (screenshots and layer). From spawnpoints that cause deadspawn to no endround bleeding flags, the more the better.

    I checked the ai files of 1.6. You told me ages ago that  you changed the ai temperature values to get ESAI working but when i look into it you did nothing at all on this. So my Question is why you telling me it's done when nothing got improved at all on this part? 

    Nvm. I'm currently in touch with a Dev who pm'ed me and i will resolve the REAL coop problems.

    • Like 1
    • Upvote 3
  7. 2 hours ago, Rabbit said:

    I just don't see it changing gameplay (mainly pvp). At this point good pilots can get you anywhere and they can do it faster than dealing with fastropes.

    I think it can change gameplay wise alot. 

    Not all desired destinations are optimal landingzones for Choppers bro.

    Excample places in thick forests, slopes or some roofs where the chopper cannot land/fullfill a safety drop without exposing the chopper to long or risking clipping with the tailrotor on the next roof antenna. Now you can hover in tree tops (good cover) on a slope and drop crate and troops safely.

    Before you was forced to find a nice landing position and your Squad have to walk 2 minutes, bringing up the breacher rope to get 7/8 people up on a higher roof position. That cost more time at the end in my opinion.

    Sure, you dont need to drop on muttrah t-shapebuildings via fastrope but dropping 7 people on a small non-enterable building without ladders and a crate is different.

    Also, from my personal experience, jumping out from a chopper that hovers 1m above a roof or slope is dangerous because the exit points are to close to the chopper chassis. I saw this to many times and i died to much times for slighty hitting the hovering chopper chassis with my body.

    I think you will see less death - "squished by crate" - accidents with fastrope combat drops that include a supply drop. 

    Some maps will profit from fastrope and gameplay will change overtime, or better, will offer more new tactical decisions in the future. 

    Edit: Blackhawk door gunners have a better overview due to the higher elevation and can cover the dropping troops with their miniguns.

     

    • Upvote 1
  8. 1 hour ago, =VG= TEDF said:

    Fastropes and vehicle towing was more of a community project that some community modders tried and managed to get to work, not actual dev work from what I know. Somewhat doupt it will be implemented in the game, concidering how easy it would be to abuse it. 

    The vehicle towing is a community project. Fastrope concept was done and proofed by [R-DEV]AlonTavor in the PR forum.

    There is a small disagreement in terms of quality aspect of the animation when the soldier ropes down because the soldier can use his weapon.

    Currently, there is no way to force the soldier into a special animation while in air like a modified skydive animation or another special animation like one hand holding the rope and the other hand the weapon like you can see in movies.

    The only control Alon has is to switch the soldier into a weapon (idx / weaponslot) from the soldier kit when the soldier jumps out and rope down from the chopper.

    And that the key ;)

    All what they need is to create a fake weapon, with a blank_projectile, with fastroping animation, created on itemindex 9 and add it to each kit that should have the fastrope abilty.

    Done. All concerns about quality aspects are solved ... in my opinion :Alex_03:

     

    • Like 2
  9. I used longtime ago (was it hotspotblocker? dont remember the name). You suggested it to me Longtime ago, Semler.

    The problem is it cannot solve every problem. How many Clips in YT got castrated because the makers implemented a melody or small part of a song in their Clips? To many ….

     

     

     

  10. I'm so lucky that i decided to install in every room except kitchen and bathrooms cat 7 cables. I never trusted the wireless shit. Caused to many Problems and pingspikes.

    Radiosignal distortion can be caused by many metall pillars in your house and wood really block radiosignals. On work, we was forced to install more hotspots because our highracks was full with pallets and electronic parts. and our RF handguns lost connection.

    • Like 1
    • Upvote 1
  11. I tought more on a system where i can place all the xxx_randomaiassets_xxx in the GPO. For excample, i placed all ammocaches manually. Multiple times i set more than 300.

    For better explaination: The xxx_randomaiasset_type1_xxx doesnt exist yet. The xxx_ stands for a name of the asset and get replaced by the original name of the asset.

    Like This:

    The nl_bipod_alt would be cloned and renamed to nl_randomaiasset_type1_alt

    Now i clone the insrg_bipod and rename it to insrg_randomaiasset_type1

    Now i place 99 nl_randomaiasset_type1_alt and only 1 insrg_randomaiasset_type1

    When the pythoncode only checks for the middle part of the name, (randomaiasset_type1), i will have mostly of all rounds the nl_bipod_alt on the map spawned but one day ….. the insrg_bipod will spawn. Now, Imaging, if the insrg_bipod would be a tank!

    I would mostly have nl_bipods_alt spawned and one day a Tank. That's the reason why i want the script only looking for the part of the name. If it would check for the full name (like ammocache) i wouldn't get this variety. Another reason why the script should look like this is IS because the PR python mostly a created in this criterias.

    The reason why i want to place the randomaiassets manually is because i must be sure, that all asset get randomly spawned on the NAVMESH. Some bipods would also be placed on roof where or balconies where no navmesh is but that can be solved with "DONTALLOWEXIT" tweakline to prevent exiting.

     

    Sofar i understand you, if you let spawn assets like you wrote (via rcon invoke), you need a database with coordinates (x-y-z) for a good spawnplacement but what is with rotation?

    Also, to get the infos for the database, you have to place  bipods on every nice Location on the map. So when all bipods already placed why creating a database when everything is already done?

    The advantage of your database system is you can add all time more bipods without modifying the map, so nobody needs to redownload it. That's cool. Same like ESAI. You can modify strategies on a map without touching the map.

    Exist there more advantages for your system like better performance or is the main PR python structured like you explained above?

     

    • Like 1
  12. Mmmmh, you must be a kind of DEV because me haven't access to your realityevents/realityrally links.

    But …. Keep your secret for you. Makes all a bit more interresting at all. 

    Quote

    In summary, once i get everything above working & tested I'll post script & video here, no deadlines though, I've got a job & school so, y'know.

    No Problem, take your time. I'm happy at least that we have someone who can look into this. I started my coop insurgency gamemode project 10 years ago (seriously, that's the main reason why i am a Veterans-Gaming member).

    The first working coop insurgency round was on 31.07.2015. 2017, we had the first dedicated testserver up. We have time.

     

    • Like 1
  13. The spawnpoints get placed in the gpo, so by the guy who create the layer. The pythonscript should only choose which ones and how much of them spawns randomly. 

    The spawnscript should work like this.

    • Maximum number of active assets of each asset type at the same time. I dont wont that 10 botmortars randomly got choosen one day.
    • Spawns should be randomly selected close to  spawned ammocaches or captureable controlpoints. 
    • If one of these assets got destroyed it shouldn't respawn but a new spawn got selected in a specifiec distance to the ammocache/captureable controlpoint with a time delay
    • I want the script that can handle more variety because i want to create random bipods, random spg's, random destroyable objects that simulate bombtraps simulated sniperspots etc. The script should choose assets that contain a part of the name like :
    • xxx_randomaiasset_type1_xxx
    • xxx_randomaiasset_type2_xxx 
    • xxx_randomaiasset_type3_xxx
    • xxx_randomaiasset_type4_xxx
    • xxx_randomaiasset_type5_xxx
    • xxx_randomaiasset_type6_xxx

    With this Variety of of randomaiasset's it can happen that you play 49 rounds of coop insurgency against techies, bipods, spg's and 1 round against techies, bipods, spg's AND A TANK :blum3:. That what i call Easteregg.

    Alone such an script is a breakthrough for coop at all. Dynamic coop gameplay. The human team have to explore the situation on the map and not this humanscripted gameplay each round as it currently is.

    We had once a guy here who was able to take control of whole lashkar with the mortars and he played the game in the way it has should to be. Not exploiting  the remove/rebuild the mortar for reload exploit. He knew where the bots or where their asset spawned. Hardcore coop players know at roundstart where everything spawned or from where the bots coming. I think 75% of the community here knows where the botmortars spawns. At last Volod :biggrin: knows.

     

  14. I use for coop insurgency not a own pythoncode. I combined the gpm_coop and gpm_insurgency by adding to coop to load also insurgency at the same time.

     
    Quote

     

    import coop
     
    def init( ):
        coop.init( )
     
    def deinit( ):
        coop.deinit( )
     
    import insurgency
     
    def init( ):
        insurgency.init( )

    def deinit( ):
        insurgency.deinit( )

     

    With that, you get the whole insurgency python mechanic working for the ammocaches in coop. Additionally, i placed non-controlpoints StrategicAreas (SA's) around the map in areas where ammocache could spawn and are not to much in the open and also always placed on the navmesh. Also, what no one really knows is that such non controlpoint related SA's can be set as been takeable by both teams. It's a legacy code from BF1942 that still works in Battlefields 2 ai. You have to add the lines manually in the StrategicAreas.ai to each non_controlpoint related SA's.
     

    First number stands for the team (team1 and team2) and the second is a bolean that can be set to 0 or 1 (takeable/not takeable for that team)
    AiStrategicArea.SetTakeable 1 0/1
    AiStrategicArea.SetTakeable 2 0/1
    If you set the takeable status for both teams to 0, no team is able to capture the SA, theSAI will send bots over and over again to these SA.
    
    Also, you can give ownership to a specifiec strategic area to a team at round start by adding the following line to an.
    AiStartegicArea.SetSide 0 neutral
    AiStartegicArea.SetSide 1 owned by team 1
    AiStartegicArea.SetSide 2 owned by team 2

     

    Those non-cp SA's can be placed in the BF2 SingleplayerEditor. Right click on map, add StrategicArea, give it a name and change the size manually in 10 meter steps. Be carefull, you can accidently flip those StrategicAreas when you change the size in the wrong directions. Those SA's cant be selected anymore in the Editor after you placed it. You have to remove it manually from the StrategicAreas.ai

    I also modified the ammocache tweak by adding an ai.template to the ammocache (done via tmp.con in the map) and added a high temperature value to it because Tobias Karlson once said :

    Quote

    If I want the bots to attack a certain strategic area, I make sure that the flags for that strategic area are unique so that I can add modifiers that guarantee that that strategic area is the one with the highest temperature.

    The SA temperatures can also be Incredible raised by giving them ammocache a high value.
     I will also check the concept a old friend gave me years ago by adding a special vehicle category to the ammocache.ai (TTN's) temperaturetreenodes.

     

    About the Randonm Asset spawn script:

    It would be nice if we could adding of such an dynamic random spawnscript for some assets that are designed for bots (AI). So every round on a map would be complete different. Not knowing where the botmortars  or where the enemy spg or tow emplacements spawns. The human team have to recon the map to get the positions. I also simulates ambushes made by the bot team. 

    As you said, every round in coop plays out the same. In coop insurgency, every round plays different because of the random Events on the map.

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