Fastjack wrote:That can be easier done by only adding NotinAI in the main staticobjects.con to some bushes.
Like the Bug on Ramiel by removing one wall will cause that all other GROUPED walls also dissapear. That was my fault. I wasn't aware about that fact.
My apologies.
On the other side this method is nice if you want to replace some walls with the destroyed versions "gaps" to get some unnavmeshable areas navmeshed for coop and also not getting hard lightmap issues. Muttrah have some spots where you can do it.
Adding NotinAI to the object in the main staticobjects.con and adding a secondary staticobjects.con for coop layers to replace the removed object.
The really main problem with firing through foliage is that the bots are so accurate with their weapons because of the Terminator ai deviations. Increasing the botskill have impact of those settings. Our server runs with a botskill of over 0.9. Deviations settings are halfed for bots and when i remember correctly, the bots IGNORING any deviation value (deactivated) on botskill 1.0.
PR's ironsight ai is better as scoped ai. Explains the botsbehaviour of turning around in 0.01 milisecs and teleporting you to the blackscreen with non-scoped weapons.
@Arab
Another improvement would be to remove the field dressing from botkits or remove the delaytoUse from the field dressings. Better would be to remove it. It would look weird in a firefight when 8 bots drop their bandage to heal a friendly unit.
Great
![Smile :)](./images/smilies/icon_e_smile.gif)
Yeah I remember the notInAI line now.
Only thing to do is make a copy of the lines considering it may be replaced by the BF2Editor or by mistake and put it in a .txt/.inc etc file as a reference (Both in the level and outside of the level)
Can't remove field dressing because it will remove it for normal players too.
Bots don't use it as the medikit_ai assigned to it has been commented out.
They can't seem to drop a field dressing on their feet due to limitations (They might be able to do it considering mines can be dropped with limitations, but I haven't seen anything working so far), but they can be coded to use the medikit_sp self-heal code, but limited to only work once and then it can't be used (25 HP - No regeneration but can be rearmed with ammo)
This'll mean all players in coop will be able to self-heal without dropping a field dressing more akin to Squad.
Not worth the inconsistency imo.
For bots being stationary @Valmont, I have an experimental vehicle code that allows bots to stay stationary using the stand LCVP animation from WW2 Beta and with the prevented exit vBF2 code, allows you to setup ambushes and allow mappers to spawn AI-only spawns in capture points. No vehicle model is used, and the bot can do a 360 around although the legs don't move when rotation left and right.
It's experimental as in there's technically 2 seats which is required otherwise the game crashes. I think I know the issue and i'll work on it again later.
Currently focusing on v1.6.