PR Coop Insurgency Gamemode Kokan
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- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
PR Coop Insurgency Gamemode Kokan
I think i should start a own thread for it
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- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: PR Coop Insurgency Gamemode Sbeneh Outskirts
Please forgive me for the faction setup but there exist no really good insurgency map for the german faction and i LOVE Sbeneh's urban battles .
Lashkar valley's navmesh isn't really good for this gamemode. To much nice location aren't navmeshed like upper building interiors etc.
I think, i neighboured Sbeneh a bit to much and i have to remove the longrange connections to the smaller startegicArea parts of the city and i think i should put in the ins mortars for more action.
- Mats391
- PR:BF2 Lead Developer
- Posts: 7636
- Joined: 2010-08-06 18:06
Re: PR Coop Insurgency Gamemode Kokan
No one defending cache, just like in PVP
Nice work!
Nice work!
Mineral: TIL that Wire-guided missiles actually use wire
- Ason
- PR:BF2 Developer
- Posts: 1749
- Joined: 2012-10-22 10:29
Re: PR Coop Insurgency Gamemode Kokan
How does the bots "movement pattern" work in this gamemode? In normal aas they just move from one flag to next.
Are they moving more "freely"/randomly around the map in this gamemode?
Also can bots only spawn at fobs and mainbase or do they have static spawnpoints around the map?
Are they moving more "freely"/randomly around the map in this gamemode?
Also can bots only spawn at fobs and mainbase or do they have static spawnpoints around the map?
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- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: PR Coop Insurgency Gamemode Kokan
Exactly my minds but i am working on this, sir. But when you watch the vid again you will see that they came to defend but to late. The Blufor bots locked the Opfor bots down becuase they all was fighting to get control of the occupied SA's.No one defending cache, just like in PVP
Nice work!
This mode is designed for human vs bot.
I placed StrategicAreas (not related to controlpoints) in a Grid pattern like you do it with the minimap but not the whole map and connected them with oneway neighbours. You have to give the movement pattern a circulation through all the SA's (look attachment for better explaination.How does the bots "movement pattern" work in this gamemode? In normal aas they just move from one flag to next.
Are they moving more "freely"/randomly around the map in this gamemode?
Also can bots only spawn at fobs and mainbase or do they have static spawnpoints around the map?
Edit: I have to redo the picture. Standby
Here th strategicareas of the mapfiles:
Code: Select all
rem *** Create strategic areas ***
aiStrategicArea.create Alarmzone_a -354/772 -304/822 28.4225 50
aiStrategicArea.layer 1
aiStrategicArea.create Router_1 -13/599 12/624 24.9112 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_a1 -454/372 -404/422 28.4225 65
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_a10 -454/672 -404/722 28.05 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_a11 -354/672 -304/722 28.4225 65
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_a12 -254/672 -204/722 28.4225 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_a2 -354/372 -304/422 28.4225 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_a3 -254/372 -204/422 28.4225 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_a4 -454/472 -404/522 28.4225 65
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_a5 -354/472 -304/522 28.4225 75
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_a6 -254/472 -204/522 28.4225 65
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_a7 -454/572 -404/622 28.05 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_a8 -354/572 -304/622 28.4225 75
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_a9 -254/572 -204/622 28.4571 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_b -698/62 -648/112 32.67 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_b1 -598/62 -548/112 31.2564 65
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_b10 -498/-238 -448/-188 25.9236 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_b11 -298/-238.01 -248/-188.01 25.0487 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_b2 -598/-38 -548/12 30.815 75
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_b3 -698/-38 -648/12 32.7993 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_b4 -498/-38 -448/12 26.4552 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_b5 -398/-38 -348/12 24.8875 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_b6 -598/-138 -548/-88 28.01 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_b7 -498/-138 -448/-88 25 75
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_b8 -398/-138 -348/-88 25 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_b9 -398/-238 -348/-188 25.1873 65
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_c1 -432/224 -382/274 25.3717 65
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_c2 -432/124 -382/174 25 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_c3 -332/124 -282/174 25.3675 65
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_c4 -208/124 -158/174 25 65
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_c5 -108/124 -48/174 25 65
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_c6 -332/224 -282/274 25 25
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_c7 -208/224 -158/274 25 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_c8 -108/224 -48/274 25.1671 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_d1 -754/624 -684/694 28.05 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_d2 -614/624 -544/694 28.05 65
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_d3 -754/764 -684/834 25.6205 75
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_e1 -124/464 -74/514 26.41 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_e2 -24/464 26/514 26.41 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_e3 76/464 126/514 25 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_e4 214/464 274/514 28.355 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_e5 334/464 394/514 28.355 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_f1 -546/-382 -496/-332 28.63 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_f10 -246/-382 -196/-332 28.6925 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_f11 -246/-482 -196/-432 29.0962 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_f12 -246/-582 -196/-532 34.1795 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_f13 -226/-682 -176/-632 29.1125 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_f14 -146/-582 -96/-532 34.8861 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_f15 -146/-482 -96/-432 31.8 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_f16 -146/-382 -96/-322 28.555 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_f17 -46/-582 4/-532 33.9866 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_f18 -46/-482 4/-432 30.4325 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_f19 -46/-382 4/-332 28.7332 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_f2 -546/-482 -496/-432 28.0875 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_f3 -546/-550 -496/-516 28.0875 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_f4 -446/-382 -396/-332 28.5352 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_f5 -446/-482 -396/-432 28.9925 65
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_f6 -446/-586 -396/-534 28.42 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_f7 -346/-382 -296/-332 28.845 75
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_f8 -346/-482 -296/-432 28.7525 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_f9 -346/-582 -296/-532 28.7525 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_g1 62/-350 112/-300 30.39 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_g2 62/-450 112/-400 30.1154 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_g3 162/-370 212/-320 30.3825 50
aiStrategicArea.layer 1
aiStrategicArea.create alarmzone_g4 162/-470 212/-420 31.365 50
aiStrategicArea.layer 1
aiStrategicArea.createFromControlPoint blufor_base 2 50
aiStrategicArea.layer 1
aiStrategicArea.create blufor_outpost 418/255 470/290 25 50
aiStrategicArea.layer 1
aiStrategicArea.createFromControlPoint insurgents_stronghold 1 50
aiStrategicArea.layer 1
aiStrategicArea.create router_2 233/315 258/340 26.5579 50
aiStrategicArea.layer 1
aiStrategicArea.create router_3 360.08/-520.36 370.08/-510.36 29.5575 50
aiStrategicArea.layer 1
aiStrategicArea.setActive Alarmzone_a
AIStrategicArea.addNeighbour alarmzone_a12
AIStrategicArea.setOrderPosition Infantry -313.87/23.82/845.228
AIStrategicArea.setOrderPosition Vehicle -340.277/26.834/818.425
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive Router_1
AIStrategicArea.addNeighbour alarmzone_e1
AIStrategicArea.addNeighbour alarmzone_e2
AIStrategicArea.addNeighbour alarmzone_e3
AIStrategicArea.addNeighbour alarmzone_a6
AIStrategicArea.setOrderPosition Infantry 16.9131/24.5443/625.519
AIStrategicArea.setOrderPosition Vehicle 9.53955/24.5728/623.772
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_a1
AIStrategicArea.addNeighbour alarmzone_a2
AIStrategicArea.addNeighbour alarmzone_a4
AIStrategicArea.setOrderPosition Infantry -360.668/28.4225/410.683
AIStrategicArea.setOrderPosition Vehicle -431.987/28.05/416.962
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_a10
AIStrategicArea.addNeighbour Alarmzone_a
AIStrategicArea.addNeighbour alarmzone_d2
AIStrategicArea.addNeighbour alarmzone_a11
AIStrategicArea.setOrderPosition Infantry -396.926/28.05/727.017
AIStrategicArea.setOrderPosition Vehicle -438.883/27.8925/713.466
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_a11
AIStrategicArea.addNeighbour alarmzone_a12
AIStrategicArea.setOrderPosition Infantry -336.72/23.6706/751.825
AIStrategicArea.setOrderPosition Vehicle -327.071/27.4698/701.511
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_a12
AIStrategicArea.addNeighbour alarmzone_a9
AIStrategicArea.setOrderPosition Infantry -232.098/28.3225/713.901
AIStrategicArea.setOrderPosition Vehicle -175.378/28.3225/709.805
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_a2
AIStrategicArea.addNeighbour alarmzone_a3
AIStrategicArea.addNeighbour alarmzone_c6
AIStrategicArea.addNeighbour alarmzone_a5
AIStrategicArea.setOrderPosition Infantry -304.728/28.4225/392.978
AIStrategicArea.setOrderPosition Vehicle -335.51/28.4225/445.741
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_a3
AIStrategicArea.addNeighbour alarmzone_a6
AIStrategicArea.setOrderPosition Infantry -233.219/28.3225/454.311
AIStrategicArea.setOrderPosition Vehicle -207.932/28.3225/441.718
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_a4
AIStrategicArea.addNeighbour alarmzone_a7
AIStrategicArea.addNeighbour alarmzone_b1
AIStrategicArea.addNeighbour alarmzone_b
AIStrategicArea.setOrderPosition Infantry -381.424/28.4225/550.23
AIStrategicArea.setOrderPosition Vehicle -418.758/28.05/499.361
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_a5
AIStrategicArea.addNeighbour alarmzone_a4
AIStrategicArea.addNeighbour alarmzone_a8
AIStrategicArea.setOrderPosition Infantry -325.72/28.4225/542.954
AIStrategicArea.setOrderPosition Vehicle -337.143/28.3225/501.814
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_a6
AIStrategicArea.addNeighbour alarmzone_a9
AIStrategicArea.addNeighbour alarmzone_a5
AIStrategicArea.addNeighbour alarmzone_c8
AIStrategicArea.setOrderPosition Infantry -229.739/28.4225/484.115
AIStrategicArea.setOrderPosition Vehicle -212.158/28.3225/527.088
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_a7
AIStrategicArea.addNeighbour alarmzone_a10
AIStrategicArea.setOrderPosition Infantry -384.543/28.05/638.86
AIStrategicArea.setOrderPosition Vehicle -432.585/27.9575/615.764
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_a8
AIStrategicArea.addNeighbour alarmzone_a7
AIStrategicArea.setOrderPosition Infantry -282.576/28.4225/630.714
AIStrategicArea.setOrderPosition Vehicle -325.223/28.3225/600.859
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_a9
AIStrategicArea.addNeighbour alarmzone_a8
AIStrategicArea.setOrderPosition Infantry -186.123/28.3225/652.782
AIStrategicArea.setOrderPosition Vehicle -211.989/28.3225/602.467
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_b
AIStrategicArea.addNeighbour alarmzone_b3
AIStrategicArea.addNeighbour alarmzone_a1
AIStrategicArea.setOrderPosition Infantry -668.018/32.2574/76.3307
AIStrategicArea.setOrderPosition Vehicle -616.079/32.9005/129.68
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_b1
AIStrategicArea.addNeighbour alarmzone_b
AIStrategicArea.addNeighbour alarmzone_a1
AIStrategicArea.setOrderPosition Infantry -562.868/31.1925/152.91
AIStrategicArea.setOrderPosition Vehicle -540.387/30.9503/82.5555
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_b10
AIStrategicArea.addNeighbour alarmzone_b9
AIStrategicArea.addNeighbour alarmzone_f4
AIStrategicArea.setOrderPosition Infantry -476.129/25/-230.684
AIStrategicArea.setOrderPosition Vehicle -450.473/26.0055/-186.568
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_b11
AIStrategicArea.addNeighbour alarmzone_b8
AIStrategicArea.addNeighbour alarmzone_f16
AIStrategicArea.setOrderPosition Infantry -232.23/25.9229/-215.892
AIStrategicArea.setOrderPosition Vehicle -271.023/24.974/-159.92
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_b2
AIStrategicArea.addNeighbour alarmzone_b1
AIStrategicArea.addNeighbour alarmzone_b6
AIStrategicArea.setOrderPosition Infantry -529.66/30.066/-1.7605
AIStrategicArea.setOrderPosition Vehicle -563.585/31.4655/5.40015
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_b3
AIStrategicArea.addNeighbour alarmzone_b6
AIStrategicArea.addNeighbour alarmzone_b2
AIStrategicArea.setOrderPosition Infantry -683.221/31.9145/11.6823
AIStrategicArea.setOrderPosition Vehicle -658.887/32.5373/43.0956
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_b4
AIStrategicArea.addNeighbour alarmzone_b2
AIStrategicArea.addNeighbour alarmzone_b7
AIStrategicArea.setOrderPosition Infantry -485.355/38/46.6292
AIStrategicArea.setOrderPosition Vehicle -432.682/25.2574/2.76782
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_b5
AIStrategicArea.addNeighbour alarmzone_c2
AIStrategicArea.addNeighbour alarmzone_b4
AIStrategicArea.setOrderPosition Infantry -326.467/28.4/-3.41272
AIStrategicArea.setOrderPosition Vehicle -360.084/24.8875/21.2086
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_b6
AIStrategicArea.addNeighbour alarmzone_b10
AIStrategicArea.addNeighbour alarmzone_f1
AIStrategicArea.setOrderPosition Infantry -529.853/26.5642/-85.0633
AIStrategicArea.setOrderPosition Vehicle -554.957/27.1275/-75.5576
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_b7
AIStrategicArea.addNeighbour alarmzone_b10
AIStrategicArea.setOrderPosition Infantry -469.487/25.3614/-89.2816
AIStrategicArea.setOrderPosition Vehicle -436.549/25/-100.65
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_b8
AIStrategicArea.addNeighbour alarmzone_b5
AIStrategicArea.setOrderPosition Infantry -343.491/25/-77.5115
AIStrategicArea.setOrderPosition Vehicle -361.842/25/-115.6
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_b9
AIStrategicArea.addNeighbour alarmzone_b11
AIStrategicArea.addNeighbour alarmzone_b8
AIStrategicArea.setOrderPosition Infantry -306.226/32.8/-173.034
AIStrategicArea.setOrderPosition Vehicle -382.71/24.6879/-184.537
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_c1
AIStrategicArea.addNeighbour alarmzone_c6
AIStrategicArea.addNeighbour alarmzone_a1
AIStrategicArea.setOrderPosition Infantry -411.477/25/268.278
AIStrategicArea.setOrderPosition Vehicle -384.919/25.307/312.292
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_c2
AIStrategicArea.addNeighbour alarmzone_c1
AIStrategicArea.addNeighbour alarmzone_b1
AIStrategicArea.setOrderPosition Infantry -394.108/25/205.946
AIStrategicArea.setOrderPosition Vehicle -400.015/24.2036/143.534
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_c3
AIStrategicArea.addNeighbour alarmzone_c2
AIStrategicArea.setOrderPosition Infantry -317.941/25.3797/194.693
AIStrategicArea.setOrderPosition Vehicle -294.035/25.3838/175.641
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_c4
AIStrategicArea.addNeighbour alarmzone_c7
AIStrategicArea.addNeighbour alarmzone_c3
AIStrategicArea.setOrderPosition Infantry -155.81/33.5/160.229
AIStrategicArea.setOrderPosition Vehicle -153.378/25/192.794
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_c5
AIStrategicArea.addNeighbour alarmzone_c4
AIStrategicArea.addNeighbour alarmzone_b11
AIStrategicArea.addNeighbour alarmzone_g1
AIStrategicArea.setOrderPosition Infantry -102.705/25/173.23
AIStrategicArea.setOrderPosition Vehicle -56.4734/24.775/210.602
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_c6
AIStrategicArea.addNeighbour alarmzone_c3
AIStrategicArea.setOrderPosition Infantry -309.275/25/300.743
AIStrategicArea.setOrderPosition Vehicle -274.115/25/242.396
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_c7
AIStrategicArea.addNeighbour alarmzone_c8
AIStrategicArea.addNeighbour alarmzone_c6
AIStrategicArea.setOrderPosition Infantry -173.361/25/231.215
AIStrategicArea.setOrderPosition Vehicle -181.145/24.738/262.766
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_c8
AIStrategicArea.addNeighbour router_2
AIStrategicArea.addNeighbour alarmzone_e3
AIStrategicArea.addNeighbour alarmzone_c5
AIStrategicArea.setOrderPosition Infantry -72.2013/25/232.259
AIStrategicArea.setOrderPosition Vehicle -65.4507/24.7625/266.893
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_d1
AIStrategicArea.addNeighbour insurgents_stronghold
AIStrategicArea.addNeighbour alarmzone_d2
AIStrategicArea.setOrderPosition Infantry -658.585/28.05/654.393
AIStrategicArea.setOrderPosition Vehicle -681.547/29.0176/681.258
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_d2
AIStrategicArea.addNeighbour alarmzone_d3
AIStrategicArea.setOrderPosition Infantry -583.514/31.5/679.451
AIStrategicArea.setOrderPosition Vehicle -521.078/28.05/695.304
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_d3
AIStrategicArea.addNeighbour alarmzone_d1
AIStrategicArea.addNeighbour Alarmzone_a
AIStrategicArea.setOrderPosition Infantry -677.018/29.4/837.612
AIStrategicArea.setOrderPosition Vehicle -711.807/25.316/837.205
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_e1
AIStrategicArea.addNeighbour alarmzone_a6
AIStrategicArea.setOrderPosition Infantry -118.561/26.41/514.12
AIStrategicArea.setOrderPosition Vehicle -61.4529/26.3158/537.678
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_e2
AIStrategicArea.addNeighbour alarmzone_e1
AIStrategicArea.addNeighbour router_2
AIStrategicArea.setOrderPosition Infantry 10.287/26.41/521.926
AIStrategicArea.setOrderPosition Vehicle 50.8683/26.41/521.51
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_e3
AIStrategicArea.addNeighbour alarmzone_e2
AIStrategicArea.addNeighbour router_2
AIStrategicArea.setOrderPosition Infantry 104.276/25/529.97
AIStrategicArea.setOrderPosition Vehicle 157.616/25/516.332
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_e4
AIStrategicArea.addNeighbour alarmzone_e3
AIStrategicArea.setOrderPosition Infantry 225.905/28.355/543.724
AIStrategicArea.setOrderPosition Vehicle 275.244/28.3732/488.486
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_e5
AIStrategicArea.addNeighbour alarmzone_e4
AIStrategicArea.addNeighbour blufor_outpost
AIStrategicArea.setOrderPosition Infantry 385.874/28.355/533.752
AIStrategicArea.setOrderPosition Vehicle 413.37/28.3825/491.309
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_f1
AIStrategicArea.addNeighbour alarmzone_f4
AIStrategicArea.addNeighbour alarmzone_b3
AIStrategicArea.setOrderPosition Infantry -495.916/28.2942/-320.738
AIStrategicArea.setOrderPosition Vehicle -517.88/28.2433/-344.098
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_f10
AIStrategicArea.addNeighbour alarmzone_f16
AIStrategicArea.setOrderPosition Infantry -224.388/28.2881/-302.188
AIStrategicArea.setOrderPosition Vehicle -214.171/29.5929/-353.246
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_f11
AIStrategicArea.addNeighbour alarmzone_f8
AIStrategicArea.setOrderPosition Infantry -219.23/28.975/-462.206
AIStrategicArea.setOrderPosition Vehicle -180.469/29.1361/-414.008
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_f12
AIStrategicArea.addNeighbour alarmzone_f14
AIStrategicArea.setOrderPosition Infantry -200.247/29.4884/-524.021
AIStrategicArea.setOrderPosition Vehicle -200.514/31.5223/-561.896
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_f13
AIStrategicArea.addNeighbour alarmzone_f12
AIStrategicArea.setOrderPosition Infantry -173.93/29.14/-620.378
AIStrategicArea.setOrderPosition Vehicle -178.03/29.1125/-660.905
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_f14
AIStrategicArea.addNeighbour alarmzone_f17
AIStrategicArea.addNeighbour alarmzone_f13
AIStrategicArea.setOrderPosition Infantry -111.215/34.8114/-528.203
AIStrategicArea.setOrderPosition Vehicle -67.5924/34.2751/-526.266
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_f15
AIStrategicArea.addNeighbour alarmzone_f11
AIStrategicArea.setOrderPosition Infantry -63.173/29.6625/-395.754
AIStrategicArea.setOrderPosition Vehicle -106.658/31.646/-423.511
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_f16
AIStrategicArea.addNeighbour alarmzone_f19
AIStrategicArea.setOrderPosition Infantry -112.651/29.2686/-281.986
AIStrategicArea.setOrderPosition Vehicle -88.924/29.1288/-357.346
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_f17
AIStrategicArea.addNeighbour alarmzone_g4
AIStrategicArea.setOrderPosition Infantry -10.0626/33.4511/-508.453
AIStrategicArea.setOrderPosition Vehicle 2.64209/34.2166/-562.525
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_f18
AIStrategicArea.addNeighbour alarmzone_f15
AIStrategicArea.addNeighbour alarmzone_g2
AIStrategicArea.setOrderPosition Infantry 3.36108/30.488/-396.527
AIStrategicArea.setOrderPosition Vehicle -14.7765/31.6532/-448.548
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_f19
AIStrategicArea.addNeighbour alarmzone_c5
AIStrategicArea.addNeighbour alarmzone_f18
AIStrategicArea.addNeighbour alarmzone_g1
AIStrategicArea.setOrderPosition Infantry 22.5189/28.855/-343.486
AIStrategicArea.setOrderPosition Vehicle 11.9741/28.4921/-296.386
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_f2
AIStrategicArea.addNeighbour alarmzone_f3
AIStrategicArea.addNeighbour alarmzone_f1
AIStrategicArea.setOrderPosition Infantry -516.155/28.0025/-404.748
AIStrategicArea.setOrderPosition Vehicle -495.807/28.0604/-437.856
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_f3
AIStrategicArea.addNeighbour alarmzone_f6
AIStrategicArea.setOrderPosition Infantry -503.807/39.5/-520.941
AIStrategicArea.setOrderPosition Vehicle -513.51/27.9068/-488.181
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_f4
AIStrategicArea.addNeighbour alarmzone_f7
AIStrategicArea.setOrderPosition Infantry -389.091/28.505/-314.948
AIStrategicArea.setOrderPosition Vehicle -383.497/28.7602/-368.491
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_f5
AIStrategicArea.addNeighbour alarmzone_f2
AIStrategicArea.addNeighbour alarmzone_f6
AIStrategicArea.addNeighbour alarmzone_f4
AIStrategicArea.setOrderPosition Infantry -367.055/28.488/-417.716
AIStrategicArea.setOrderPosition Vehicle -419.099/28.3603/-422.335
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_f6
AIStrategicArea.addNeighbour alarmzone_f9
AIStrategicArea.setOrderPosition Infantry -419.812/28.3075/-510.594
AIStrategicArea.setOrderPosition Vehicle -384.226/28.322/-552.349
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_f7
AIStrategicArea.addNeighbour alarmzone_b9
AIStrategicArea.addNeighbour alarmzone_f10
AIStrategicArea.addNeighbour alarmzone_f8
AIStrategicArea.addNeighbour alarmzone_b11
AIStrategicArea.setOrderPosition Infantry -330.861/39.5/-309.857
AIStrategicArea.setOrderPosition Vehicle -277.33/28.78/-362.87
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_f8
AIStrategicArea.addNeighbour alarmzone_f5
AIStrategicArea.setOrderPosition Infantry -325.451/28.6207/-440.057
AIStrategicArea.setOrderPosition Vehicle -268.702/28.8075/-455.784
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_f9
AIStrategicArea.addNeighbour alarmzone_f12
AIStrategicArea.setOrderPosition Infantry -293.067/28.7378/-508.353
AIStrategicArea.setOrderPosition Vehicle -311.592/28.5704/-560.859
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_g1
AIStrategicArea.addNeighbour alarmzone_g2
AIStrategicArea.setOrderPosition Infantry 125.373/30.1451/-303.327
AIStrategicArea.setOrderPosition Vehicle 90.8263/30.0097/-331.009
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_g2
AIStrategicArea.addNeighbour alarmzone_g4
AIStrategicArea.setOrderPosition Infantry 146.606/30.2583/-372.133
AIStrategicArea.setOrderPosition Vehicle 109.088/30.8323/-423.18
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_g3
AIStrategicArea.addNeighbour alarmzone_g1
AIStrategicArea.addNeighbour alarmzone_c5
AIStrategicArea.addNeighbour router_2
AIStrategicArea.setOrderPosition Infantry 226.225/30.1675/-358.807
AIStrategicArea.setOrderPosition Vehicle 181.334/30.0467/-314.295
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive alarmzone_g4
AIStrategicArea.addNeighbour alarmzone_g3
AIStrategicArea.addNeighbour router_3
AIStrategicArea.setOrderPosition Infantry 244.768/30.1328/-414.807
AIStrategicArea.setOrderPosition Vehicle 222.173/30.3654/-391.014
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive blufor_base
aiStrategicArea.addObjectTypeFlag ControlPoint
AIStrategicArea.setOrderPosition Infantry 558.585/28.8842/-894.321
AIStrategicArea.setOrderPosition Vehicle 541.655/29.0575/-901.777
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 127.279
aiStrategicArea.setActive blufor_outpost
AIStrategicArea.addNeighbour router_2
AIStrategicArea.addNeighbour alarmzone_g3
AIStrategicArea.setOrderPosition Infantry 481.212/25/282.906
AIStrategicArea.setOrderPosition Vehicle 458.091/25/292.713
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive insurgents_stronghold
aiStrategicArea.addObjectTypeFlag ControlPoint
AIStrategicArea.setOrderPosition Infantry -526.226/28.05/543.464
AIStrategicArea.setOrderPosition Vehicle -570.279/26.3575/591.853
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 169.706
aiStrategicArea.setActive router_2
AIStrategicArea.addNeighbour alarmzone_e5
AIStrategicArea.addNeighbour alarmzone_e4
AIStrategicArea.addNeighbour alarmzone_c5
AIStrategicArea.addNeighbour alarmzone_f16
AIStrategicArea.setOrderPosition Infantry 254.599/26.7133/331.089
AIStrategicArea.setOrderPosition Vehicle 259.99/26.2825/339.769
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 0.2
aiStrategicArea.setActive router_3
AIStrategicArea.addNeighbour blufor_base
AIStrategicArea.setOrderPosition Infantry 370.146/29.5575/-511.07
AIStrategicArea.setOrderPosition Vehicle 374.599/29.5493/-501.547
aiStrategicArea.setSide 0
aiStrategicArea.vehicleSearchRadius 28.2843
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Last edited by Fastjack on 2016-07-17 17:32, edited 4 times in total.
Reason: Resizing Picture
Reason: Resizing Picture
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- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: PR Coop Insurgency Gamemode Kokan
I forgot about spawnpoints.
At the moment, there are only spawnpoints "onlyAi, aienteronspawn and spawnclosetovehicle" for the technicals.
I haven't placed any free spawnpoints. The bots also spawning through the ammocaches but after they get KNOWN the spawnpoint dissapears and nobody (bot/human) can spawn on it.I also removed the SL spawnpoint out from the init.con.
I placed many bipods (atm. without spawnpoints) on the map. I dont want a spawnwave on the bipods so i make my own destructableversion of the bipod with "dontallowexit" to keep the bots as camping guards.
Would be really nice when we had a random spawn pythoncode for bipods, insurgents hideouts and MORTARS.
Than, COOP had more objectives as Deployment and would really make more fun.
At the moment, there are only spawnpoints "onlyAi, aienteronspawn and spawnclosetovehicle" for the technicals.
I haven't placed any free spawnpoints. The bots also spawning through the ammocaches but after they get KNOWN the spawnpoint dissapears and nobody (bot/human) can spawn on it.I also removed the SL spawnpoint out from the init.con.
I placed many bipods (atm. without spawnpoints) on the map. I dont want a spawnwave on the bipods so i make my own destructableversion of the bipod with "dontallowexit" to keep the bots as camping guards.
Would be really nice when we had a random spawn pythoncode for bipods, insurgents hideouts and MORTARS.
Than, COOP had more objectives as Deployment and would really make more fun.
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- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: PR Coop Insurgency Gamemode Kokan
Bots not going in AAS4/conquestmode for flags, bots going for StrategicAreas that are connected with the starting StrategicArea and not owned by them!
Flags, have only a different SA type (made from controlpoint), flagged as ObjectTypeFlag ControlPoint and have a capture timer. You can add more OTF's like Base, Chokepoint, Remote. ESAI would work manytimes better in PR coop with that.
The SA's i placed, are big and working like alarmzones. If a human enter the SA (searching the ammocache), the status for the Opfor bots change iimedately from owned to hostile and the bots want to recapture the occupied SA.
I dont know if i can increase the temperature of an SA with a spawned ammocache by giving the ammocache an aitemplate.
The increased temperature would force the commander ai to send the bots to the occupied area because increased temperature means only that the SA get a higher priority
Flags, have only a different SA type (made from controlpoint), flagged as ObjectTypeFlag ControlPoint and have a capture timer. You can add more OTF's like Base, Chokepoint, Remote. ESAI would work manytimes better in PR coop with that.
The SA's i placed, are big and working like alarmzones. If a human enter the SA (searching the ammocache), the status for the Opfor bots change iimedately from owned to hostile and the bots want to recapture the occupied SA.
I dont know if i can increase the temperature of an SA with a spawned ammocache by giving the ammocache an aitemplate.
The increased temperature would force the commander ai to send the bots to the occupied area because increased temperature means only that the SA get a higher priority
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- Posts: 159
- Joined: 2014-10-21 13:43
Re: PR Coop Insurgency Gamemode Kokan
This is great! More power to the LAN Parties!
Thanks Fastjack! I hope the devs can get this into future version of PR!
Thanks Fastjack! I hope the devs can get this into future version of PR!
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- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: PR Coop Insurgency Gamemode Kokan
Thank you Valmont
That's an excample how i placed the SA's on Sbeneh (toggled the staticmeshes).
The small blue dots are the ammocache spawner and all of them are placed inside of the SA's (i named those SA's alertzones and placed it like a cluster net). Each alertzone is connected with a ONEWAY Neighbours (TWOWAY neighbours causing commanderspam!) to the next surrounding alertzone of the same cluster.
It's also possible to create a StrategicArea Layout that fits exactly with the map grid cords (A1kp5 etc.) but its much work.
The trick is, to connect the alertzones in a manner with ONEWAY Neighbours, so that the bots can travel back to their starting position and walk/drive the whole route again through the whole alertzone cluster net.
1 or 2 Alertzones getting connected with the next closest Alertzone of another Alertzone cluster net with a ONEWAY Neighbour and 1 or 2 different SA of the next Alertzone Cluster going back to the first Alertzone cluster net. So you get a circulation (movement flow).
Explaining the ONEWAY Neighbours. When you connecting the Neighbours in the Editor keep in mind when you select a SA to connect them with another one
My Neighbour comes always to me
That means, when you start to connect a selected SA (dark blue in editor) with another SA (light blue in editor) with a ONEWAY Neighbour, will cause that the bots attacking from the light blue SA the dark blue SA but not vice versa. ONEWAY! A TWOWAY Neighbour would allow the bots traveling between both SA'S without restriction but that cause commanderspam.
When you now place 1 Rallypoint or 1 Hideout in each Alertzone cluster, i am sure i get more action in each urban area of the map.
That's an excample how i placed the SA's on Sbeneh (toggled the staticmeshes).
The small blue dots are the ammocache spawner and all of them are placed inside of the SA's (i named those SA's alertzones and placed it like a cluster net). Each alertzone is connected with a ONEWAY Neighbours (TWOWAY neighbours causing commanderspam!) to the next surrounding alertzone of the same cluster.
It's also possible to create a StrategicArea Layout that fits exactly with the map grid cords (A1kp5 etc.) but its much work.
The trick is, to connect the alertzones in a manner with ONEWAY Neighbours, so that the bots can travel back to their starting position and walk/drive the whole route again through the whole alertzone cluster net.
1 or 2 Alertzones getting connected with the next closest Alertzone of another Alertzone cluster net with a ONEWAY Neighbour and 1 or 2 different SA of the next Alertzone Cluster going back to the first Alertzone cluster net. So you get a circulation (movement flow).
Explaining the ONEWAY Neighbours. When you connecting the Neighbours in the Editor keep in mind when you select a SA to connect them with another one
My Neighbour comes always to me
That means, when you start to connect a selected SA (dark blue in editor) with another SA (light blue in editor) with a ONEWAY Neighbour, will cause that the bots attacking from the light blue SA the dark blue SA but not vice versa. ONEWAY! A TWOWAY Neighbour would allow the bots traveling between both SA'S without restriction but that cause commanderspam.
When you now place 1 Rallypoint or 1 Hideout in each Alertzone cluster, i am sure i get more action in each urban area of the map.
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- Posts: 159
- Joined: 2014-10-21 13:43
Re: PR Coop Insurgency Gamemode Kokan
Wow Fastjack, from what you posted on these guides it seems that you found a way to make the Ai bots:
- Do patrol routines
- Defend key locations (creating the illusion that the Ai bots are performing daring ambushes and fierce resistance).
- React to enemy incursions in a realistic manner. (The Ai Bots will change objectives on the go if they feel another objective, like defending the cache, is more important than their current one).
These improvements/features really seem to help the Ai behave a lot more like real players or perhaps real people. At least they don't just charge forward for the next flag as some will have a priority to defend/ambush etc.
How resource heavy is this? In your videos it seems like your FPS is suffering a little bit by the commander giving the bots so many commnads. Is that the case or is it just that your system is not so good?
Anyways, keep this up, it is amazing!
- Do patrol routines
- Defend key locations (creating the illusion that the Ai bots are performing daring ambushes and fierce resistance).
- React to enemy incursions in a realistic manner. (The Ai Bots will change objectives on the go if they feel another objective, like defending the cache, is more important than their current one).
These improvements/features really seem to help the Ai behave a lot more like real players or perhaps real people. At least they don't just charge forward for the next flag as some will have a priority to defend/ambush etc.
How resource heavy is this? In your videos it seems like your FPS is suffering a little bit by the commander giving the bots so many commnads. Is that the case or is it just that your system is not so good?
Anyways, keep this up, it is amazing!
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- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: PR Coop Insurgency Gamemode Kokan
I only get it half to work in SP because i get a stallment. Blufor bot entering an alertzone and Opfor bot will have the alertzone back and so on and so on and so on ....- React to enemy incursions in a realistic manner. (The Ai Bots will change objectives on the go if they feel another objective, like defending the cache, is more important than their current one).
My goal is humanplayer team vs botteam. Humans have a free will and can go where they want if the area isn't of importance for them. A bot will recapture it in a second and going to the next human occupied SA and will fight them.
To overcome this in SP, you should place fobs behind the enemy lines and when the Blufor bots spawning at your fob, the Opfor bots falling back and try to recapture occupied SA.
Another nice gimmick with SA's is (i found out on the hardway ingame - got raped by techies) when you use the gridpattern, it will happen that a fob get placed into such an alertzone and Opfor automatically know where your firebase is and will come for you.
Yes it is like a patrolroute but you can use other additional SA's as patrolroutes without using vehicle or soldier waypoints. In conquest, the bots taking the shortest allowed route. Sometimes, you have locations in the map where vehicle stuck at a corner or any other object because the navmesh fucked up a bit. You can use a SA to overcome that problem. On burning Sands for excample, when the bots leaving the mainbase, i routet them first to the servicestation tricrossing and than i allowed them to drive to the warehouses to capture the alertzone of the warehouse i placed. Would i connect the mainbase directly with the warehouses, the bots leaving the road and drive over the terrain and stuck in the middle of the desert because the navmesh is there to deep under the terrain or to high.- Do patrol routines
About ressources
I tested local, i dont know if the 430 objectspawner of the map causing that (406 are ammocache locations maybe i exaggerated) and i play with 79 bots. I also run all settings on high.
My machine is good, Quadcore 4x3GHz amd phenom II X4 945, 12 GB RAM, NVidia 650GTX 2GB atleast for this old ladie game. I also use a my old HDD andhave not an SSD maybe that is also a reason and i dont overclock my processors
Code: Select all
System Information
------------------
Operating System: Microsoft Windows 10 Home (10.0.10586)
Architecture: 64-Bit
Current Culture: German (Germany)
Motherboard: Gigabyte Technology Co., Ltd. GA-MA790XT-UD4P
Processor: AMD Phenom(tm) II X4 945 Processor (Physical: 4, Logical: 4)
Memory: 12,00 GB
DIMM Modules: A0: 8,00 GB @ 1333 MHz
A1: 2,00 GB @ 1333 MHz
A3: 2,00 GB @ 1333 MHz
Page File: 12,00 GB
.NET Framework: 4.6+ Release Build: 394254, Runtime: 4.0.30319.42000
Display Information
-------------------
Display Device(s): Generic PnP Monitor on NVIDIA GeForce GTX 650
Display Mode(s): 1280 x 1024 (32 bit) @ 60 Hz
Driver Version: 10.18.13.6822 (368.22)
Display Memory: 2,00 GB
Multisampling: 2, 4, 8
DPI: 96 (100%)
Audio Information
-----------------
Primary Playback: Lautsprecher (Realtek High Defi
Primary Recording: Mikrofon (Realtek High Definiti
Open AL Renderer: Software
EAX: True
EAX 1.0: False
EAX 2.0: True
EAX 3.0: False
EAX 4.0: False
EAX 5.0: False
X-RAM: False
Disk Information
----------------
Install Path: C:\Program Files (x86)\Project Reality\Project Reality BF2
Free: 140,01 GB, Total: 387,62 GB, FS: NTFS, SSD: False
Mod Path: C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr
Free: 140,01 GB, Total: 387,62 GB, FS: NTFS, SSD: False
Profiles Path: C:\Users\Fastjack\Documents\ProjectReality\Profiles
Free: 140,01 GB, Total: 387,62 GB, FS: NTFS, SSD: False
Update DL Path: C:\Users\FastJ@ck\AppData\Local\Project Reality\Project Reality BF2\Downloads
Free: 140,01 GB, Total: 387,62 GB, FS: NTFS, SSD: False
Update Log Path: C:\Users\FastJ@ck\AppData\Local\Project Reality\Project Reality BF2\UpdateLogs
Free: 140,01 GB, Total: 387,62 GB, FS: NTFS, SSD: False
Game Information
----------------
Installed Mods: pr, pr_edit
Current Mod: pr
Version: Standalone - 1.0
PR Version: 1.3.9.0
Language: english
Debug Available: False
Large Address: True
Supported Hardware: None
Profile Information
-------------------
Profile 0001: =VG=Fastj@ck
Type: Offline
Last Used Profile: True
View Intro: False
Fullscreen: True
Display Mode: 1280x1024@60Hz
Display Mode Valid: True
Graphics Scheme: High
Multisampling: 8x
VSync: False
Terrain Quality: High
Effects Quality: High
Geometry Quality: High
Texture Quality: High
Lighting Quality: High
Dynamic Shadows: High
Dynamic Lights: High
Texture Filtering: High
Audio Provider: Software
Provider Valid: True
Audio Quality: Medium
EAX: True
Profile 0002: =VG=Fastj@ck
Type: Online
View Intro: False
Fullscreen: True
Display Mode: 1280x1024@60Hz
Display Mode Valid: True
Graphics Scheme: Medium
Multisampling: Off
VSync: False
Terrain Quality: Low
Effects Quality: Low
Geometry Quality: Low
Texture Quality: Medium
Lighting Quality: Low
Dynamic Shadows: Medium
Dynamic Lights: Medium
Texture Filtering: Medium
Audio Provider: Software
Provider Valid: True
Audio Quality: Medium
EAX: True
Last edited by Fastjack on 2016-07-21 11:48, edited 6 times in total.
-
- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: PR Coop Insurgency Gamemode Kokan
I also noticed, when you play commander and you select all botsquads and you order all of them with a movemarker to a specifiec location, they doing it.
The reason, why the bots dont doing it in AAS4 is, you can send bots only to a StrategicArea, that means only to flags.
With the Alertzone SA's placed over the map the bots will go to the Order positions of the closest SA, where you placed the movemarker.
That is good for the SP part. You can play the commander in SP and the bots following your orders and clearing the way to the ammocache.
The reason, why the bots dont doing it in AAS4 is, you can send bots only to a StrategicArea, that means only to flags.
With the Alertzone SA's placed over the map the bots will go to the Order positions of the closest SA, where you placed the movemarker.
That is good for the SP part. You can play the commander in SP and the bots following your orders and clearing the way to the ammocache.
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- Posts: 159
- Joined: 2014-10-21 13:43
Re: PR Coop Insurgency Gamemode Kokan
Wow Fastjack! It seems you have found a mayor breakthrough in Ai behaviour for BF2 and PR!Fastjack wrote:I also noticed, when you play commander and you select all botsquads and you order all of them with a movemarker to a specifiec location, they doing it.
The reason, why the bots dont doing it in AAS4 is, you can send bots only to a StrategicArea, that means only to flags.
With the Alertzone SA's placed over the map the bots will go to the Order positions of the closest SA, where you placed the movemarker.
That is good for the SP part. You can play the commander in SP and the bots following your orders and clearing the way to the ammocache.
It obviouly requires a lot of work to get right so I will contact you in the near future to offer you my help with this project of yours
Please keep up the news comming, it is all very exiting!
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- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: PR Coop Insurgency Gamemode Kokan
When you have accidently an ai codder in your pocket, please ask him if he would be so kind and code some strategies for me.
All the conditions and prerequisites code bla stuff dont get into my mind yet because of the amount of SA's i have to handle and at some point the head starts hurting because the brain is close to explode.
You have ai codder in pocket Valmont
All the conditions and prerequisites code bla stuff dont get into my mind yet because of the amount of SA's i have to handle and at some point the head starts hurting because the brain is close to explode.
You have ai codder in pocket Valmont
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- PR:BF2 Contributor
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Re: PR Coop Insurgency Gamemode Kokan
I have an shortscene (34 seconds) where you can see my movemarker on the minimap and where the apc's are. There is no invisible flag only a strategicarea. The ammocache was in the white shiny shed, 5m away from the apc's. The clip is so short because my UAV ran out of fuel and i stopped recording.
But i will make a shortclip about that topic.
But Valmont i have a question. Eric?
But i will make a shortclip about that topic.
But Valmont i have a question. Eric?
Last edited by Fastjack on 2016-07-20 02:05, edited 2 times in total.
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Re: PR Coop Insurgency Gamemode Kokan
Hey Fastjack! Sorry I am not Eric, my name is Sebastian.
Anyways, I am no Ai coder but I know how to work my way on maps, waypoints and such
Anyways, I am no Ai coder but I know how to work my way on maps, waypoints and such
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Re: PR Coop Insurgency Gamemode Kokan
[R-DEV]Mats391 wrote:No one defending cache, just like in PVP
Nice work!
Related to Sbeneh's first clip: You saw there was already a Logi and a Fob by the ammocache.
I checked some of my other ingame footage and here i found my first try to attack the ammocache.
I failed
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Re: PR Coop Insurgency Gamemode Kokan
WAO, this is dank mlg 420 yesscope john cena sheet, m9!
So, are u planning on improving the AI bots (maybe give them the ability to build fobs, place rps, etc?)
keep up the good work, m11!
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Re: PR Coop Insurgency Gamemode Kokan
Ok, things could be better but its better than before.
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Re: PR Coop Insurgency Gamemode Kokan
Here 30 Minutes of testing.