Open GoogleCodeExporter opened 9 years ago
Original comment by djbar...@djbarney.org
on 6 Mar 2012 at 2:02
FIX in progress:
FH 2.4 does have templates for the GS Mk. V AT Mine (
http://forgottenhope.warumdarum.de/imagesfh2/weapons/GS%20Mk.%20V%20AT%20Mine/bi
g.jpg ) but the ai template (
mods\fh2\objects_weapons_server.zip\Weapons\Handheld\explosives\MarkVIMine\ai\
) has missing settings and zeroed out weighting values.
weaponTemplate.create Vi_Mine_AI
weaponTemplate.indirect 0
weaponTemplate.minRange 40.0
weaponTemplate.maxRange 50.0
weaponTemplate.optimalRangePercentage 100
weaponTemplate.setFiringPose Lying
weaponTemplate.setStrength Infantry 0.0
weaponTemplate.setStrength LightArmour 0.0
weaponTemplate.setStrength HeavyArmour 0.0
weaponTemplate.setStrength NavalArmour 0.0
weaponTemplate.setStrength Helicopter 0.0
weaponTemplate.setStrength AirPlane 0.0
weaponTemplate.setSoundSphereRadius 30.0
So I replaced with this template:
weaponTemplate.create Vi_Mine_AI
weaponTemplate.indirect 0
weaponTemplate.isThrown 1
weaponTemplate.minRange 10.0
weaponTemplate.maxRange 30.0
weaponTemplate.setStrength Infantry 0.0
weaponTemplate.setStrength LightArmour 5.0
weaponTemplate.setStrength HeavyArmour 5.0
weaponTemplate.setStrength NavalArmour 0.0
weaponTemplate.setStrength Helicopter 0.0
weaponTemplate.setStrength AirPlane 0.0
weaponTemplate.setSoundSphereRadius 30.0
weaponTemplate.setExplosionRadius 10.0
weaponTemplate.allowedDeviation 1.0
weaponTemplate.setFiresThroughTransparent 0
weaponTemplate.setFiresThroughTransparent 0
This appears to give the the Engineer class mine laying ability (see
attachement) but I'm not sure if I just missed them doing this before (don't
think I did) and I'm not so certain they are actually laying the mines. There
is also a template at
"mods\fh2\objects_weapons_server.zip\Weapons\Handheld\MarkVIMine\ai\" which may
need adjusting.
Original comment by djbar...@djbarney.org
on 6 Mar 2012 at 3:24
Attachments:
If humans need to be prone to deploy these, so do bots.
Add back in 'weaponTemplate.setFiringPose Lying'
Don't think you should use this 'weaponTemplate.isThrown 1'.
This weapon uses SingleFireComp, not ThrownFireComp.
Original comment by evanthom...@gmail.com
on 7 Mar 2012 at 6:53
Cheers. Did that. Now bots seem to be laying mines. I can't confirm yet if they
are actually exploding when a tank goes over them.
Original comment by djbar...@djbarney.org
on 7 Mar 2012 at 1:28
Nope. The above template may well work but it needs the correct kit name and ID
index as this is hardcoded ...
"5 - at_mine - Cannot Be Changed Hard Coded to Engeneer -" ... Weapon/Kit Cheat
Sheet - http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=2279
So I need to try cloning the kit.
Original comment by djbar...@djbarney.org
on 9 Mar 2012 at 7:35
I don't quite understand.
The MarkVI is index 5, is being used by the Engineer class, and has it's own
name.
Original comment by evanthom...@gmail.com
on 10 Mar 2012 at 9:21
Not sure I do either ATM. I misunderstood that forum post and thought it meant
the "at_mine" name has to be in there because it's hardcoded, but AIX2 has a
mine called "at4_mine" as well.
Comparing "objects_weapons_server.zip\Weapons\Handheld\" and
"objects_weapons_server.zip\Weapons\Handheld\explosives\" most weapons in the
explosives directory are not in the handheld directory. The MarkVIMine is in
BOTH directories which I suspect has something to do with special FH behaviour
on this weapon. The bots do use the Stick Bomb which has a SINGLE template in
the explosives directory.
Can this be fixed by cloning the weapon for ai AND keeping the same
functionality that is in MP and should be there for the single player ? I
wonder if I'm facing the same decisions as present and former AI devs ? Some
things have been left unfixed because fixing it would alter FH functionality
too much in SP. Of course it may the case that a viable technical solution can
still be worked out.
Original comment by djbar...@djbarney.org
on 10 Mar 2012 at 1:01
About the directory thing, somebody just forgot to delete the 'original' folder
when they moved it.
Choose one and delete the whole folder.
It's just a f*ck up and does nothing to make the weapon special.
Make sure to back up your objects_weapons_server.zip beforehand for online
purposes.
Original comment by evanthom...@gmail.com
on 10 Mar 2012 at 11:45
Original issue reported on code.google.com by
djbar...@djbarney.org
on 5 Mar 2012 at 5:11