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People players vs bots

Posted: Tue Jan 29, 2013 5:43 pm
by anonimus66
I was just wondering if there is a way to play SWBF2 in this way:
First team: 3(or any other number) human players.
Second team: 16 (or any other number) bots.
Is it possible?

Re: People players vs bots

Posted: Tue Jan 29, 2013 6:44 pm
by DylanRocket
A mod map can.Mod the lua so there are no bots on that team.It must be online compatible.

Re: People players vs bots

Posted: Tue Jan 29, 2013 6:54 pm
by anonimus66
Could You please tell me, where is a place to use these lua scripts?

Re: People players vs bots

Posted: Tue Jan 29, 2013 7:03 pm
by DylanRocket
BF2_ModTools/assets/scripts/3 letter map name

Re: People players vs bots

Posted: Tue Jan 29, 2013 9:16 pm
by Cleb
If you dont already have the mod tools, you can download them HERE<--(link) :wink:

Re: People players vs bots

Posted: Tue Jan 29, 2013 9:30 pm
by Glitch25
Here's some other downloads and information you might need. :D

Vista/Windows 7 Munge Fix - Allows Windows 7 or Windows Vista to munge your mod.
http://www.gamefront.com/files/13892962/munge_fix.zip

Unofficial 1.3 Patch - This allows side and era mods to be easily added.
http://www.gamefront.com/files/files/12 ... on_117.exe

BF2_Mod_Tools_NoDVD.exe - Lists errors you may come across while modding.
http://www.mediafire.com/?dnlosg34n55bvcq

Information Into Modding
http://swbf-custom.forumactif.com/t4-modding-faq
forums/viewtopic.php?f=27&t=13806

It took me about two months to get the hang of the mod tools and I'm still learning! The SWBF Custom and Gametoast community are very patient, we will be glad to help whenever we can!

forums/index.php
http://swbf-custom.forumactif.com/forum

Good luck on your modding, Have fun!

Re: People players vs bots

Posted: Tue Jan 29, 2013 9:46 pm
by Cleb
Glitch25 wrote:BF2_Mod_Tools_NoDVD.exe - Lists errors you may come across while modding.
http://www.mediafire.com/?dnlosg34n55bvcq
*NOTE-This is only for if you have the Best of PC version of the game, if you have the regular version the regular version of the mod tools is included with the mod tools.

Re: People players vs bots

Posted: Tue Jan 29, 2013 9:55 pm
by DylanRocket
Cleb wrote:
Glitch25 wrote:BF2_Mod_Tools_NoDVD.exe - Lists errors you may come across while modding.
http://www.mediafire.com/?dnlosg34n55bvcq
*NOTE-This is only for if you have the Best of PC version of the game, if you have the regular version the regular version of the mod tools is included with the mod tools.
I have the best of pc version so I use it.

Re: People players vs bots

Posted: Tue Jan 29, 2013 10:07 pm
by Cleb
Yes I have the bopc version as well but we don't know if anonimus66 has it. :wink:

Re: People players vs bots

Posted: Wed Jan 30, 2013 12:04 am
by Noobasaurus
Cleb wrote:*NOTE-This is only for if you have the Best of PC version of the game, if you have the regular version the regular version of the mod tools is included with the mod tools.
This is for if you don't want to have the CD in your computer every time you want to debug.

Useful for people who have no idea where their CD is.

Re: People players vs bots

Posted: Wed Jan 30, 2013 6:56 am
by Glitch25
It also helps if you purchased a copy off Steam, I was unable to munge until I found this fix. :D

Re: People players vs bots

Posted: Wed Jan 30, 2013 9:37 am
by Teancum
To answer your question, you can start with any gametype you desire, then add two simple lines to make Team 1 humans only. Here is an example using the Clone Wars Conquest script for Dagobah. The new lines are marked in yellow with a green comment above them. This is the simplest example. You may want to change the number of lives the human team has, use more of a Team Deathmatch-type mode so you don't have to capture command posts, etc.
Hidden/Spoiler:
[quote]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- Empire Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2

---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptPostLoad()

cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}

--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)

conquest:Start()

EnableSPHeroRules()

end

function ScriptInit()
StealArtistHeap(256*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(2497152 + 65536 * 0)
ReadDataFile("ingame.lvl")

ReadDataFile("sound\\chr.lvl;commando")
ReadDataFile("sound\\dag.lvl;dag1cw")

--Make team 1 humans only
ForceHumansOntoTeam1()
AllowAISpawn(1, False)


SetMaxFlyHeight(20)
SetMaxPlayerFlyHeight (20)

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hero_yoda")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_officer",
"cis_inf_sniper",
"cis_inf_droideka",
"cis_hero_grievous")

ReadDataFile("SIDE\\infantry.lvl",
"rep_inf_commando",
"cis_inf_commando")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 3) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 203
SetMemoryPoolSize("Aimer", 9)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize ("EntitySoundStream", 2)
SetMemoryPoolSize ("EntitySoundStatic", 1)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 157)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 200)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)

SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1,4},
engineer = { "rep_inf_ep3_engineer",1,4},
sniper = { "rep_inf_ep3_sniper",1,4},
officer = {"rep_inf_ep3_officer",1,4},
special = { "rep_inf_ep3_jettrooper",1,4},

},
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1,4},
engineer = { "cis_inf_engineer",1,4},
sniper = { "cis_inf_sniper",1,4},
officer = {"cis_inf_officer",1,4},
special = { "cis_inf_droideka",1,4},
}
}
--Commando class
AddUnitClass(REP,"rep_inf_commando", 1,2)
AddUnitClass(CIS,"cis_inf_commando", 1,2)
--Heroes
SetHeroClass(REP, "rep_hero_yoda")
SetHeroClass(CIS, "cis_hero_grievous")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 3) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each

-- Attacker Stats
--SetTeamAsFriend(ATT, 3)

-- Defender Stats
--SetTeamAsEnemy(DEF, 3)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dag\\dag1.lvl", "dag1_conquest", "dag1_cw") -- *****
SetDenseEnvironment("false")
SetAIViewMultiplier(0.35)
--AddDeathRegion("deathregion")
--SetStayInTurrets(1)

-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")

-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\dag.lvl", "dag1")
OpenAudioStream("sound\\dag.lvl", "dag1")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_dag_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_dag_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_dag_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_dag_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_dag_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_dag_amb_end", 2,1)

SetVictoryMusic(REP, "rep_dag_amb_victory")
SetDefeatMusic (REP, "rep_dag_amb_defeat")
SetVictoryMusic(CIS, "cis_dag_amb_victory")
SetDefeatMusic (CIS, "cis_dag_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")



-- Camera Stats
AddCameraShot(0.953415, -0.062787, 0.294418, 0.019389, 20.468771, 3.780040, -110.412453);
AddCameraShot(0.646125, -0.080365, 0.753185, 0.093682, 41.348438, 5.688061, -52.695042);
AddCameraShot(-0.442911, 0.055229, -0.887986, -0.110728, 39.894440, 9.234127, -59.177147);
AddCameraShot(-0.038618, 0.006041, -0.987228, -0.154444, 28.671711, 10.001163, 128.892181);
end
[/quote]

Re: People players vs bots

Posted: Wed Jan 30, 2013 12:31 pm
by anonimus66
Well, so there is no possibility to set bots number using admin commands or something like that?

Re: People players vs bots

Posted: Wed Jan 30, 2013 3:09 pm
by Fiodis
You can use admin commands to move all humans to one team. IIRC if you have the Fake Console, you can then disable AI spawning for the team the humans are on, and set a maximum allowed number of bots on the field. That'd be something like what you want, no mod tools required.

Re: People players vs bots

Posted: Wed Jan 30, 2013 3:16 pm
by anonimus66
Ok, I know that using /admin /swap # I can move people to one team, but what should I do to get the access to this Fake Console? And what to do there?

Re: People players vs bots

Posted: Wed Jan 30, 2013 8:11 pm
by Fiodis
I believe it comes with the unofficial v1.3 patch.

Re: People players vs bots

Posted: Wed Jan 30, 2013 8:15 pm
by DarthSolous
Wasn't this done with the Humans vs Bots mod?
http://starwarsbattlefront.filefront.co ... ode;118155

Off-topic: If anyone here likes Minecraft I have some cool skins in the Minecraft General Topic

Re: People players vs bots

Posted: Thu Jan 31, 2013 7:19 am
by anonimus66
DarthSolous, i found this mod, but i have negative opinion about it. I have, when there are many strange skins/units/weapons which i can't see in normal game.
Fiodis, i don't feel like installing this unofficial patch. Last time I had to uninstall all game, beacuse i could't play any map because of this patch.
I found this link:
http://www.gamefront.com/files/listing/ ... cellaneous
Here i can download .rar file including some .lvl files. I need to change those files. I'll try it in a minute.

Edit: It works. So what exactly should i do, to set bots' respawn to 0, or anything that will help me? And, to play online, the other player also should change those .lvl files?

Re: People players vs bots

Posted: Thu Jan 31, 2013 9:30 am
by Teancum
Are you wanting to run this on a dedicated server? What exactly are you shooting for? For single player this can be done via a mod. If you're wanting to run this on a dedicated server where people don't have to have the mod installed then that will need a more work.

Re: People players vs bots

Posted: Thu Jan 31, 2013 9:48 am
by anonimus66
I often play LAN with my friend. There are only 2 people, me and a friend. So both of us will have this fake console installed. Please tell me, what should I do, to turn off bots in one team.