Getting Bots to use Parachutes

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Old Man River
Posts: 77
Joined: Mon Jul 30, 2012 5:12 am

Getting Bots to use Parachutes

Post by Old Man River »

I have ripped some drivers spawns off carriers and attached the soldiers spawns to rafts offset to another location as parachute spawns, these have always worked perfectly for humans and still do, now I am trying to get bots to use them also but they refuse. I added this to SST changing spawnPointManager.onlyForHuman 1, tried removing it also

Code: Select all

rem *** Shokaku Driver ***
spawnPointManager.group 75
spawnPointManager.groupTeam 1
spawnPointManager.groupIcon test2.tga
spawnPointManager.onlyForHuman 0
rem spawnPointManager.groupStatus 0

rem *** Enterprise Driver ***
spawnPointManager.group 72
spawnPointManager.groupTeam 2
spawnPointManager.groupIcon test2.tga
spawnPointManager.onlyForHuman 0
rem spawnPointManager.groupStatus 0
without success, the active spawn is set up like this

Code: Select all

ObjectTemplate.Active ShokakuDriverSoldierSpawn
ObjectTemplate.setSpawnRotation 0/0/0
ObjectTemplate.setSpawnPositionOffset 0/0/0
ObjectTemplate.setSpawnPreventionDelay 0
ObjectTemplate.setSpawnId 0
ObjectTemplate.setGroup 75
rem ObjectTemplate.setEnterOnSpawn 1
ObjectTemplate.setAIEnterOnSpawn 1
ObjectTemplate.setSpawnAsParaTroper 1
any ideas what I am missing ? as Im stumped.
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Getting Bots to use Parachutes

Post by freddy »

this line

Code: Select all

ObjectTemplate.setAIEnterOnSpawn 1
they cant spawn if they dont have anything to enter (pco)
User avatar
Swaffy
Posts: 1715
Joined: Sun Aug 29, 2010 9:25 pm
Location: Cibolo, Texas

Re: Getting Bots to use Parachutes

Post by Swaffy »

freddy wrote:this line

Code: Select all

ObjectTemplate.setAIEnterOnSpawn 1
they cant spawn if they dont have anything to enter (pco)
Thanks ... I made a post earlier but after looking it over (before posting) I realized the code made no sense.

I look past the simplest things sometimes. :\
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™
Old Man River
Posts: 77
Joined: Mon Jul 30, 2012 5:12 am

Re: Getting Bots to use Parachutes

Post by Old Man River »

ObjectTemplate.setAIEnterOnSpawn 1
yes it was this line :)
but I forgot to say I had tried changing it already without success, but after your post went back and tried again, and in process found that in single player midway they have ship soldier spawn templates also listed in SSTcon unlike multiplayer. So im guessing it had to be changed here also, not just in OST as the double listing must have been conflicting,
so after adding the single player SST con and amending it also it now works
Old Man River
Posts: 77
Joined: Mon Jul 30, 2012 5:12 am

Re: Getting Bots to use Parachutes

Post by Old Man River »

I am currently trying to convert some heavy Conquest modded maps in SSM to Co Op and are getting odd problems, removing sub in midway stop midway crashing
However does anyone have any ideas for why adding a Jap carrier in Tobruk would crash server it has no problem with subs that are added, I tried adding

Code: Select all

rem *** Shokaku Driver ***
spawnPointManager.group 75
spawnPointManager.groupTeam 1
spawnPointManager.groupIcon test2.tga
spawnPointManager.onlyForHuman 1
rem spawnPointManager.groupStatus 0

rem *** Shokaku Lcvp ***
spawnPointManager.group 76
spawnPointManager.groupTeam 1
spawnPointManager.groupIcon test2.tga
spawnPointManager.onlyForHuman 1
rem spawnPointManager.groupStatus 0

rem *** Shokaku AirCraft ***
spawnPointManager.group 77
spawnPointManager.groupTeam 1
spawnPointManager.groupIcon test2.tga
spawnPointManager.onlyForHuman 1
rem spawnPointManager.groupStatus 0
in OST but it still crashed, its used just as a airfield in bay without engine to move

Another is adding a destroyer and landing craft in Bocage, again subs are no problem, they are all added for soldier spawns to be ripped off them, I tried spawnPointManager.onlyForHuman 1 for detroyers without success, and why would a landing craft crash server, Im guessing bots don't have info for them I suppose, but rafts added are fine
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Getting Bots to use Parachutes

Post by freddy »

code seems ok to me, how did you nerf the Jap carrier engine?

if i remember right you have to add the ai for every pco when you use bots in cq? maybe there is some sneaky typo in the code, it would not be the first time that happens, atleast not for me :)

maybe something entirely different problem tho, i remember first time i put bots in coral cq the server crashed when the bots got in the sbd, as there is no native coop mode for coral i used some coop code from some mod map i found on internet, and as i found out later when i took the coop files from another source i could use the sbd without crashing.

so i guess however the ai files work it must have the objects in them "from scratch" so to speak
Old Man River
Posts: 77
Joined: Mon Jul 30, 2012 5:12 am

Re: Getting Bots to use Parachutes

Post by Old Man River »

The Tobruk Mod was a attempted to make something similar to husky in BF1942 as we cant run expansions since Origin, Allies has old axis main and Axis had carrier and a permanent beach flag at landing beach bottom ramp up to town, with chutes on beach also

Code: Select all

ObjectTemplate.create ObjectSpawner lighttankspawner
ObjectTemplate.setObjectTemplate 2 sherman
ObjectTemplate.setObjectTemplate 1 panzeriv
ObjectTemplate.MinSpawnDelay 40
ObjectTemplate.MaxSpawnDelay 80
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 45
ObjectTemplate.Distance 40
ObjectTemplate.DamageWhenLost 10

ObjectTemplate.create ObjectSpawner heavytankspawner
ObjectTemplate.setObjectTemplate 2 m10
ObjectTemplate.setObjectTemplate 1 Tiger
ObjectTemplate.MinSpawnDelay 70
ObjectTemplate.MaxSpawnDelay 110
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 45
ObjectTemplate.Distance 40
ObjectTemplate.DamageWhenLost 10

ObjectTemplate.create ObjectSpawner APCSpawner
ObjectTemplate.setObjectTemplate 2 Sub7C
ObjectTemplate.setObjectTemplate 1 
ObjectTemplate.MinSpawnDelay 10
ObjectTemplate.MaxSpawnDelay 20
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 20
ObjectTemplate.Distance 30
ObjectTemplate.DamageWhenLost 300

ObjectTemplate.create ObjectSpawner willyspawner 
ObjectTemplate.setObjectTemplate 2 Spitfire
ObjectTemplate.setObjectTemplate 1 
ObjectTemplate.MinSpawnDelay 30
ObjectTemplate.MaxSpawnDelay 50
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 45
ObjectTemplate.Distance 40
ObjectTemplate.DamageWhenLost 10

ObjectTemplate.create ObjectSpawner ScoutCarSpawner
ObjectTemplate.setObjectTemplate 2 KettenKrad
rem ObjectTemplate.setObjectTemplate 1 Shokaku
ObjectTemplate.setObjectTemplate 3 Defgun
ObjectTemplate.MinSpawnDelay 30
ObjectTemplate.MaxSpawnDelay 40
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 35
ObjectTemplate.Distance 20
ObjectTemplate.DamageWhenLost 10

ObjectTemplate.create ObjectSpawner AAGunSpawner
ObjectTemplate.setObjectTemplate 2 AA_allies
ObjectTemplate.setObjectTemplate 1 Stationary_browning
ObjectTemplate.MinSpawnDelay 40
ObjectTemplate.MaxSpawnDelay 80
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 45
ObjectTemplate.Distance 40
ObjectTemplate.DamageWhenLost 10

ObjectTemplate.create ObjectSpawner MachinegunSpawner
ObjectTemplate.setObjectTemplate 2 
ObjectTemplate.setObjectTemplate 1 Gato
ObjectTemplate.MinSpawnDelay 25
ObjectTemplate.MaxSpawnDelay 30
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 1
ObjectTemplate.Distance 60
ObjectTemplate.DamageWhenLost 300

ObjectTemplate.create ObjectSpawner ArtillerySpawner
ObjectTemplate.setObjectTemplate 2 Priest
ObjectTemplate.setObjectTemplate 1 Wespe
ObjectTemplate.MinSpawnDelay 40
ObjectTemplate.MaxSpawnDelay 80
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 45
ObjectTemplate.Distance 40
ObjectTemplate.DamageWhenLost 10

rem chutespawns

rem Sub7c floating

ObjectTemplate.Active Sub7C
ObjectTemplate.addTemplate Sub7C_Floater
ObjectTemplate.setPosition 0/-1000/32
ObjectTemplate.addTemplate Sub7C_Floater
ObjectTemplate.setPosition -2.499/-1000/16
ObjectTemplate.addTemplate Sub7C_Floater
ObjectTemplate.setPosition 2.5/-1000/16
ObjectTemplate.addTemplate Sub7C_Floater
ObjectTemplate.setPosition -3.499/-1000/0
ObjectTemplate.addTemplate Sub7C_Floater
ObjectTemplate.setPosition 3.5/-1000/0
ObjectTemplate.addTemplate Sub7C_Floater
ObjectTemplate.setPosition -2.499/-1000/-15.999
ObjectTemplate.addTemplate Sub7C_Floater
ObjectTemplate.setPosition 2.5/-1000/-15.999
ObjectTemplate.addTemplate Sub7C_Floater
ObjectTemplate.setPosition 0/-1000/-31.999


rem Sub7c chute spawn offset960

ObjectTemplate.Active Sub7CComplex
ObjectTemplate.removeTemplate 4

rem *** Sub7CComplex ***
ObjectTemplate.Active Bundle Sub7CComplex
ObjectTemplate.addTemplate Sub7CDriverSoldierSpawn
ObjectTemplate.setPosition -426/-880/-976.50

ObjectTemplate.addTemplate Sub7CDriverSoldierSpawn
ObjectTemplate.setPosition -440/-892/-980.00
ObjectTemplate.setRotation 67/12.2/0


ObjectTemplate.addTemplate Sub7CDriverSoldierSpawn
ObjectTemplate.setPosition -452/-897/-985.00
ObjectTemplate.setRotation 40/12.2/0

ObjectTemplate.addTemplate Sub7CDriverSoldierSpawn
ObjectTemplate.setPosition -458/-892/-980.00
ObjectTemplate.setRotation 60/12.2/0

rem make auto chutes

ObjectTemplate.Active Sub7CDriverSoldierSpawn

rem *** Sub7CDriverSoldierSpawn ***
ObjectTemplate.setSpawnRotation 0/0/0
ObjectTemplate.setSpawnPositionOffset 0/0/0
ObjectTemplate.setSpawnPreventionDelay 0
ObjectTemplate.setSpawnId 0
ObjectTemplate.setGroup 78
rem ObjectTemplate.setEnterOnSpawn 1
ObjectTemplate.setAIEnterOnSpawn 0
ObjectTemplate.setSpawnAsParaTroper 1


ObjectTemplate.Active ShokakuComplex 
ObjectTemplate.removeTemplate 7 
ObjectTemplate.removeTemplate 6 

ObjectTemplate.addTemplate ShokakuZeroSpawner
ObjectTemplate.setPosition -7.899/13.105/-47
ObjectTemplate.setRotation 0/-12.2/0


ObjectTemplate.addTemplate ShokakuZeroSpawner
ObjectTemplate.setPosition 7.2/13.25/-30
ObjectTemplate.setRotation -9.999/-11.499/0.02

ObjectTemplate.Active Shokaku

ObjectTemplate.Active ShokakuZeroSpawner
ObjectTemplate.setObjectTemplate 3 BF109
rem ObjectTemplate.setObjectTemplate 1 Zero
rem ObjectTemplate.setObjectTemplate 2 Zero
ObjectTemplate.holdObject 1
ObjectTemplate.minSpawnDelay 20
ObjectTemplate.maxSpawnDelay 40
ObjectTemplate.TimeToLive 120
ObjectTemplate.Distance 200
ObjectTemplate.spawnOffset 0/0/0
ObjectTemplate.team 3

ObjectTemplate.Active ShokakuEngine 
ObjectTemplate.setAcceleration 0/0/0

rem *** ShokakuFloater ***
ObjectTemplate.Active ShokakuFloater
ObjectTemplate.setHullHeight 17
rem ObjectTemplate.setFloatMaxLift 5
rem ObjectTemplate.setFloatMinLift 5


rem *** KettenKradEngine ***
ObjectTemplate.active KettenKradEngine
ObjectTemplate.setTorque 31
ObjectTemplate.setDifferential 7
ObjectTemplate.setNumberOfGears 5
ObjectTemplate.setGearUp 0.95
ObjectTemplate.setGearDown 0.4
ObjectTemplate.setGearChangeTime 0.05


rem*****************************************
rem ****          ALLIES BASE chutes       *****
rem ****************************************


rem Gato floating

ObjectTemplate.Active Gato
ObjectTemplate.addTemplate GatoFloater
ObjectTemplate.setPosition 0/-1000/32
ObjectTemplate.addTemplate GatoFloater
ObjectTemplate.setPosition -2.499/-1000/16
ObjectTemplate.addTemplate GatoFloater
ObjectTemplate.setPosition 2.5/-1000/16
ObjectTemplate.addTemplate GatoFloater
ObjectTemplate.setPosition -3.499/-1000/0
ObjectTemplate.addTemplate GatoFloater
ObjectTemplate.setPosition 3.5/-1000/0
ObjectTemplate.addTemplate GatoFloater
ObjectTemplate.setPosition -2.499/-1000/-15.999
ObjectTemplate.addTemplate GatoFloater
ObjectTemplate.setPosition 2.5/-1000/-15.999
ObjectTemplate.addTemplate GatoFloater
ObjectTemplate.setPosition 0/-1000/-31.999

rem chute spawn offset940

ObjectTemplate.Active GatoComplex
ObjectTemplate.removeTemplate 4

ObjectTemplate.addTemplate GatoDriverSoldierSpawn
ObjectTemplate.setPosition -5/-810/-254
ObjectTemplate.setRotation -145/0/1.52588e-005

ObjectTemplate.addTemplate GatoDriverSoldierSpawn
ObjectTemplate.setPosition -16/-800/-224
ObjectTemplate.setRotation -125/0/1.52588e-005

ObjectTemplate.addTemplate GatoDriverSoldierSpawn
ObjectTemplate.setPosition 20/-790/-380
ObjectTemplate.setRotation -175/0/1.52588e-005

ObjectTemplate.addTemplate GatoDriverSoldierSpawn
ObjectTemplate.setPosition 20/-790/-290
ObjectTemplate.setRotation -165/0/1.52588e-005

ObjectTemplate.addTemplate GatoDriverSoldierSpawn
ObjectTemplate.setPosition 02/-810/-235
ObjectTemplate.setRotation -125/0/1.52588e-005

ObjectTemplate.addTemplate GatoDriverSoldierSpawn
ObjectTemplate.setPosition 20/-780/-380
ObjectTemplate.setRotation -177/0/1.52588e-005

ObjectTemplate.addTemplate GatoDriverSoldierSpawn
ObjectTemplate.setPosition 74/-780/-250
ObjectTemplate.setRotation -95/0/1.52588e-005

ObjectTemplate.addTemplate GatoDriverSoldierSpawn
ObjectTemplate.setPosition 10/-790/-330
ObjectTemplate.setRotation -170/0/1.52588e-005

ObjectTemplate.addTemplate GatoDriverSoldierSpawn
ObjectTemplate.setPosition 20/-780/-350
ObjectTemplate.setRotation -175/0/1.52588e-005

ObjectTemplate.addTemplate GatoDriverSoldierSpawn
ObjectTemplate.setPosition 54/-800/-280
ObjectTemplate.setRotation -150/0/1.52588e-005

ObjectTemplate.addTemplate GatoDriverSoldierSpawn
ObjectTemplate.setPosition 2/-800/-235
ObjectTemplate.setRotation -125/0/1.52588e-005

ObjectTemplate.addTemplate GatoDriverSoldierSpawn
ObjectTemplate.setPosition 60/-780/-390
ObjectTemplate.setRotation 180/0/1.52588e-005

ObjectTemplate.addTemplate GatoDriverSoldierSpawn
ObjectTemplate.setPosition 44/-800/-250
ObjectTemplate.setRotation -95/0/1.52588e-005

ObjectTemplate.Active GatoDriverSoldierSpawn

rem *** GatoDriverSoldierSpawn ***
ObjectTemplate.setSpawnRotation 0/0/0
ObjectTemplate.setSpawnPositionOffset 0/0/0
ObjectTemplate.setSpawnPreventionDelay 0
ObjectTemplate.setSpawnId 0
ObjectTemplate.setGroup 79
rem ObjectTemplate.setEnterOnSpawn 1
ObjectTemplate.setAIEnterOnSpawn 0
ObjectTemplate.setSpawnAsParaTroper 1

beginrem

rem *** Sub7c Driver ***
spawnPointManager.group 78
spawnPointManager.groupTeam 1
spawnPointManager.groupEnableToChangeTeam 0
spawnPointManager.groupIcon test2.tga
rem spawnPointManager.groupStatus 0


rem *** Gato Driver ***
spawnPointManager.group 79
spawnPointManager.groupTeam 2
spawnPointManager.groupEnableToChangeTeam 0
spawnPointManager.groupIcon test2.tga
rem spawnPointManager.groupStatus 0

endrem


rem *** Shokaku Driver ***
spawnPointManager.group 75
spawnPointManager.groupTeam 1
spawnPointManager.groupIcon test2.tga
spawnPointManager.onlyForHuman 1
rem spawnPointManager.groupStatus 0

rem *** Shokaku Lcvp ***
spawnPointManager.group 76
spawnPointManager.groupTeam 1
spawnPointManager.groupIcon test2.tga
spawnPointManager.onlyForHuman 1
rem spawnPointManager.groupStatus 0

rem *** Shokaku AirCraft ***
spawnPointManager.group 77
spawnPointManager.groupTeam 1
spawnPointManager.groupIcon test2.tga
spawnPointManager.onlyForHuman 1
rem spawnPointManager.groupStatus 0
the ObjectTemplate.Active ShokakuEngine
ObjectTemplate.setAcceleration 0/0/0

rem *** ShokakuFloater ***
ObjectTemplate.Active ShokakuFloater
ObjectTemplate.setHullHeight 17
rem ObjectTemplate.setFloatMaxLift 5
rem ObjectTemplate.setFloatMinLift 5

was to kill engine and I had to lift carrier out of water a bit to make it fit, otherwise because it grounded it slowly moved and rolled, when I changed bomber to fighter I has a lot of trouble as it would vibrate with or without hold, only way to stop it was lift fighter off deck slightly (weird)
In earlier version had destroyer instead of carrier, but ship was waste when flag on beach was permanent, can chage it but cannot get rid of mini map permanent symbol, would like to keep carrier if I can

Both subs are floater for soldier spawns to be stripped, subs are link to flags to spawn only when needed, It all works fine in Multiplayer, but converted to Co Op it crashes if carrier included

I have never tried modding bots much before, maybe it has something to do with AIpathfinding.com, needing values for boat and Landing craft

Code: Select all

rem *** pathfinding debug mode
rem game.aiPathfindingDebuggingActive 1

rem *** Set number of maps ***
rem ai.setNSearchMaps 2 *** DEPRICATED ***
rem ai.setNSearchTypes 2 *** DEPRICATED ***

rem *** Set number of AStar resources ***
ai.numAStarResources 12

rem *** Setup map parameters ***
rem *** searchMap name/waterHeight/waterDepth/maxSlope/brush/lowClipLevel/hiClipLevel/considerAITypes
rem *** searchType name/mapNum/minSearchLevel

rem *** Tank ***
ai.addSearchMap Tank0 0 0 30 3.0 0.3 2.5 0
ai.addSearchType Tank 0 0
ai.setMapSpawnPoints 0 2000/600
ai.setSmoothing 0 20

rem *** Infantry ***
ai.addSearchMap Infantry1 0 1.5 30 1.0 0.4 2.0 1
ai.addSearchType Infantry 1 0
ai.setMapSpawnPoints 1 2000/600
ai.setSmoothing 1 10

rem *** Boat (Not Used) ***
ai.addSearchType Boat

rem *** LandingCraft (Not Used) ***
ai.addSearchType LandingCraft

rem *** Car ***
ai.addSearchMap Car4 0 0 20 4.0 0.3 2.5 0
ai.addSearchType Car 2 0
ai.setMapSpawnPoints 2 2000/600
ai.setSmoothin 2 6

rem *** Load maps ***
ai.loadMaps
or I could perhaps try removing landing craft off carrier, but then human players would get trapped if no plane
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Getting Bots to use Parachutes

Post by freddy »

i think your on the right track, locking into another maps there is code for the landing crafts, both in the Pathfinding folder and in the AIpathFinding.con (LandingCraft.raw) iwe read somewhere there was some value that never could go totally idle or the ai would crash, perhaps this is one of those things

i would try just copying those "missing" code files into your map and see if that helps

also in the conquest folder there is a spawnPointManagerSettings.con where you can try and put the carrier spawner settings, i think that its read later on in the map loading process to prevent the values from being overwritten from the values that is in the carriers object.con (as it spawns from ost.con)

sometimes when i have nerfed engines by changing there settings like torque 0.001 i got some strange results, i thinks its because its tied to the server physics. i have seen carriers floating in the air slowly turning upside down (i think someone rammed it whit another boat) :)

anyway

Code: Select all

ObjectTemplate.Active ShokakuEngine
ObjectTemplate.setInputToRoll c_PINone

ObjectTemplate.Active Enterprise_Engine
ObjectTemplate.setInputToRoll c_PINone
Old Man River
Posts: 77
Joined: Mon Jul 30, 2012 5:12 am

Re: Getting Bots to use Parachutes

Post by Old Man River »

Ok been testing, I replaced

Code: Select all

beginrem

rem *** Boat (Not Used) ***
ai.addSearchType Boat

rem *** LandingCraft (Not Used) ***
ai.addSearchType LandingCraft

endrem

rem *** Boat *** MW
ai.addSearchMap Boat2 1 15 30 125.0 0.3 2.5 0 2 5
ai.addSearchType Boat 2 2
ai.setMapSpawnPoints 2 100/100
ai.setSmoothing 2 20

rem *** LandingCraft *** MW
ai.addSearchMap LandingCraft3 1 1.4 30 4.0 0.3 2.5 0
ai.addSearchType LandingCraft 3 2
ai.setMapSpawnPoints 3 500/500
ai.setSmoothing 3 20
from Iwo Jimas, checked on server game loaded fine with no crash, but now all bots do not move ! except for bots who enter planes off carrier they fly, the rest just spawn and stay put.

I tried adding pathfinder folder to patch with all the raw data for tanks infantry etc because boats and landingcrafts do not exist I added Iwo jimas to it, I was hoping that would fix it as the command above seems to call them up, game loaded fine but bots still don't move.

tried exchanging values for boat and landing craft above with tank and infantrys , bots immobile still,

tried adding landing craft and boat lines in Strategic areas con in Ai folder for all areas like below

Code: Select all

aiStrategicArea.setActive areaOne
AIStrategicArea.addNeighbour city_tobruk
aiStrategicArea.addObjectTypeFlag Centre
aiStrategicArea.addObjectTypeFlag Base
aiStrategicArea.addObjectTypeFlag ControlPoint
AIStrategicArea.setOrderPosition Tank 2557/826.5
AIStrategicArea.setOrderPosition Infantry 2557/826.5
AIStrategicArea.setOrderPosition Boat 2480/580.5
AIStrategicArea.setOrderPosition LandingCraft 2480/580.5
AIStrategicArea.setSide 2
again still loads fine but bots just will not move

any ideas, I don't care if bots cant use landing craft or carrier, its got no engine and planes and landing craft can be just for humans, perminet beach spawns are there for bots, the server crashing was fixed but it broke the bots movement
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Getting Bots to use Parachutes

Post by freddy »

i think there should be some landingcraft files in the Pathfinding folder, if you dont have any there already maybe it could work with files from another map
Attachments
aistuff.jpg
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