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=VG= Fastjack

VG Clan Member
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Everything posted by =VG= Fastjack

  1. That's what I CALL a Fireteam. Amazing Sound listening to 9 AR's autofire.
  2. ...… masirah ……. … maybe ?
  3. 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 ….
  4. I can hear Nothing because the Music got deactivated because of copyrights. Germany sucks.
  5. 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.
  6. You running any other applications in Background like overlays? What kind of Operation System you use? Compatible mode? Run as administrator. What kind of antivirus?
  7. There exist COD mods, right? Free for all …. with modtools it has potential.
  8. Is this complete free or only for a short while free to play?
  9. You have this Problem now with everymap? When you Restart your pc and start PR, how the first round Looks? Same issues? BF have a problem with cleaning its Memory from the round before.
  10. 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?
  11. 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. 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.
  12. 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 . 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 knows.
  13. 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. 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 : 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.
  14. Tbh. this is beyond my Knowledge. XOR, i dont know where you suddenly came from or if you hiding behind an undercover name but i'm happy that guys like you still exist. Would be nice if you could make a post to introduce yourself so we get a better image from you. Guys like you normally not suddenly popping up out of nowhere. Seems like your an Allrounder.
  15. Afaik, it's forbidden for the players to use botvehicles because the flightphysics are different than from the player ones and bots aren't able to handle this player flightphysics. For excample, the bots would flip helicopters because they can handle the engine warmup or crash planes on airfields. Bots Auto refilling ammo over time because the can not land on airfields to rearm.
  16. About checked the rest of your post, you know what you talking about and is absolutely correct. The Weights system works like a priority system. Higher numbers = higher priority. It's the same as with the weapons.ai which kind of target got the weapons most attention. Important is also to check if other equipment in the kit could conflict with another one. Your post is about behaviours and how bots perform on a map by choosing the right decisions. Sofar i know is the TakeCover behaviour disabled but you can find it still in the vanilla game (so vanilla ai). I Hex Editor'ed the AIDLL once and i mean i saw a ***rem in front of the TakeCover ai feature. The bot ai behaviour TakeCover seems to not worked well in BF1942. The main reason was that the ai didn't knew what Cover was because not so much statics had an ai.template to tell the ai "Hey it's me COVER !!!" Also the placement of some statics on the map conflicted with the other one because of the cover and looking for cover values and cover positions etc. The main problem in PR is the strategicstrength values and temperature values of the soldiers, vehicles, weapons etc. are to disorganisated to work well with the SAI and strategies. Also ALL map ai's need some more info like ObjectTypeFlags in StrategicAreas to get a better dynamic ai that can be influenced with mapstrategies.
  17. Here i stopped reading because that got my absolute attention. If i, would give you some basecodes (python) for a random rallypoint spawn mechanic (exist in PR but isn't used at all), could you modify it to =VG='s liking and create for us a randomcode for bot assets? The pythoncode was created for mappers, to put rallypoints_ (faction)_placebales_random on maps and the pythoncode choose RANDOMLY one or two of them. The same mechanic as the ammocachespawns on PR insurgency. If i would have THIS, we can play end of next month coop insurgency for PR. We could change ai (temperature values) serverside to get mapstrategies working because that's the main Problem of PR ai. There existing Things that are to HOT and that overrides good strategy by simple math calculations. My Question is also, you aware about the BFSP SinglePlayerForum ?
  18. Where is the Problem? Here you go : https://docs.unrealengine.com/en-US/Engine/ArtificialIntelligence/index.html
  19. The world is sick and we are the doctors. @Sausag3 : That's what i call mod for WWII !!!
  20. Exist there a mod for WWII that supports submarines and destroyers? That's would be awesome for an Event. Playing Battleships on Arma.
  21. A small =VG= Arma memorial ….. nice times. Miss that.
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