Open GoogleCodeExporter opened 9 years ago
Original comment by djbar...@djbarney.org
on 3 Mar 2011 at 10:13
I obtained permission from Nation @ War dev team to use the smoke grenade code
from N@W as a basis for this enhancement.
Original comment by djbar...@djbarney.org
on 9 Mar 2011 at 3:27
Proper credit should be included in this fix ...
"Satnav did the original work, and Ziggy along with Radar tweaked and modified
it for use in HardJustice." (quoted from PM from StrykerJ on N@W forums).
StrykerJ has confirmed permissions from N@W mod to use their template as a
basis for this FH SP modification.
Please make sure that the credit above is included on any release !
Original comment by djbar...@djbarney.org
on 1 Apr 2011 at 12:15
Original comment by djbar...@djbarney.org
on 4 Apr 2011 at 10:29
Original comment by djbar...@djbarney.org
on 7 Feb 2012 at 8:52
After some examination of ai internals my instincts tell me there is a much
more elegant way of doing this. The solution by satnav was nice but it's a hack
with all the issues that hacks have with them.
Original comment by djbar...@djbarney.org
on 26 Feb 2012 at 9:15
I wonder if one of the custom or special triggers could be used (that are in
aibehaviours.con) that could be triggered by the activation of a smoke grenade,
smoke shell and even other suppression techniques (bullets). I know when I'm in
smoke I tend to want to get out of it. If the AI could be made to strongly
avoid the smoke grenade (as they are supposed to do with normal grenades - run
away) then they won't be targetting the player because they will be in avoid
mode. This could mimick being blinded by the smoke quite well - and by using
mechanisms already built in to bf2, no hacks ! The only thing that it would not
mimick is using smoke to cover troop movements as bots at a distance would
still see through the smoke, but that kind of extra feature may come in time.
Original comment by djbar...@djbarney.org
on 2 Mar 2012 at 12:27
A HUGE clue ... "[BFSP]Korben_Dallas> One of the BF2 patches added two AI new
behaviors - Random & Triggerable - what are these?
[DICE]_Tobias_Karlsson> I don't know, to be honest. I think that these were
added for special forces. I'm guessing that random is the teargased/flash
banged behaviour." ... from "BFSP Live Chat with DICE Sweden, Full chat log
here" -
http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=4680&hl=Trigger
able+behavior
Can't believe I forgot about tear gas and flashbang.
Original comment by djbar...@djbarney.org
on 2 Mar 2012 at 9:15
Previous potential solution (comment 8) - abandoned ! That is only implemented
in the Special Forces bf2.exe.
I was looking here -
"mods\fh2\objects_vehicles_server.zip\Vehicles\Common\spawnable_effects\wrecksmo
ke_spawnable.con". The smoke has collision physics (set to 1) and a collision
mesh. But I am unsure that has not been put in just to make the setup valid.
Spawning multiple of these effects in an AI game would show if bot targetting
is effected, but it all depends on how the collision mesh behaves.
Original comment by djbar...@djbarney.org
on 4 Mar 2012 at 4:57
Another ... "weaponTemplate.setFiresThroughTransparent 1" in
"mods\fh2\objects_weapons_server.zip\Weapons\armament\Coaxial_mg_792\ai\Weapons.
ai". Don't know if I've ever encountered the tank (?) coaxial mg firing through
smoke or not !
Original comment by djbar...@djbarney.org
on 4 Mar 2012 at 5:14
http://web.archive.org/web/20100209023754/http://bf2tech.org/index.php/Object_Re
ference#PhysicalObject
The following methods could be used to link a radius trigger to an object that
makes smoke. A timer could remove the trigger when the smoke goes away. As yet
it is not clear what property would be effected by the trigger but both vehicle
and soldier properties can be accessed.
physicalObject.setPosition( (X, Y, Z) )
bf2.gameLogic.isAIGame()
isAIPlayer()
timer = bf2.Timer(timerEventHandler, delta, alwaysTrigger, data)
bf2.TriggerManager.TriggerManager
This object is used to manage "triggers", which are events that are fired when
a PCO enters a defined spherical or hemispherical volume surrounding an object.
bf2.triggerManager.createRadiusTrigger(object, callback, objName, radius,
data=None)
Creates a trigger that causes callback to be called if a player enters a spherical region of radius radius centered on object, passing data as an argument.
Original comment by djbar...@djbarney.org
on 23 Mar 2012 at 1:20
Original issue reported on code.google.com by
djbar...@djbarney.org
on 3 Mar 2011 at 10:10