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Question about AI editing

Posted: Sat Sep 06, 2008 5:28 am
by _Predator_
hey everybody,

i'm new here and i have 2 questions. :)

first:
i've read the thread about more AI on the battlefield.
so.. my problem is.. i've installed the bf2 moddingtools and i can't find the data which includes this entry.

second:
i've installed the battlefront project beta and i wan't to increase the AI players on the battlefield...
so what must i do to integrate the edited data with more AI bots to the battlefront project beta?

Re: Question about AI editing

Posted: Sat Sep 06, 2008 6:09 am
by Silas
well, to get more AI on the field, you have to edit the lua. Follow this route:

C:\ -->BF2_Modtools --> data_ABC (whatever your three letters are) --> Common --> Scripts --> (three letter name) --> and hit one of the notepad files (like ABCc_con for clone wars conquest). Scroll down to where it says:

Hidden/Spoiler:
--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:Start()

SetUberMode(1);

EnableSPHeroRules()
and add the line in blue (setubermode)

then scroll down to where it looks like:
Hidden/Spoiler:
SetupTeams{
rep = {
team = REP,
units = 20,
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 = 20,
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},
}
}
change the units number to say how many units you want. Reinforcements, is well, reinforcements. You also need to edit the numbers on the unit lines, like 9, 25 for the rifleman, to say, 20, 30 or something.

Hope that cleared up your first problem, (maybe your second?)

Re: Question about AI editing

Posted: Sat Sep 06, 2008 6:29 am
by _Predator_
thx for the explanation!
but i dont understand this, with the 3 letters!

i only got this path:

C:\BF2_ModTools\data\Common\Scripts

but there's nothing with 3 letters!
did i something wrong at the installation of the modding tool pack?

if you can help me with this problem, your explanation with my first problem is perfect! :)
anyhow your explanation is perfect! ;)

Re: Question about AI editing

Posted: Sat Sep 06, 2008 9:17 am
by Xavious
You haven't created your world yet. Go into the documentation folder and read the Getting Started doc before you try to do anything else.

Re: Question about AI editing

Posted: Sat Sep 06, 2008 12:02 pm
by _Predator_
ohh thx! ;)
yead i should better read the tutorials :oops:

can you help me with my second problem?
how can i integrate de edited data into the BF project?

Re: Question about AI editing

Posted: Sat Sep 06, 2008 4:05 pm
by MercuryNoodles
You can't change that aspect of the mod without the source files, which I'm sure aren't available to the public. So, you can't do anything beyond maxing out your settings within the game.

Re: Question about AI editing

Posted: Sun Sep 07, 2008 6:01 am
by _Predator_
Ohh.. yea, i can understand it.
if they are public i think many people would steel some content of the mod!
that's not okay!
but thanks.
it's not dramatic! ;)