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New CO-OP Maps
- Feldmarshal
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5 years 18 hours ago - 5 years 16 hours ago #331
by Feldmarshal
You will not grow if you are not willing to change yourself
Replied by Feldmarshal on topic New CO-OP Maps
First of all, on Normandy 4 enemies are not moving and shooting through the walls. I'm not going to test it with this issue.
Edit:
Si2(JapInv) seems to have same issue as Normandy 4 for me. Only default enemies (original enemies from game) are moving and shooting normally, enemies which are added manualy are not moving, just standing, not reacting to shoots and other. (Not all of them, but the most) Only if you come closer to them they are "active" and starting to shoot you. Same situation with tanks, all three of them ignored me. Played this map three times and in all three attempts situation was the same, only one of them started to shoot me when I was close to him. Allied tanks just driving into wall and here is a question - it's planned? If not we have another bug here. Also allies dying so fast, it's possible to add them a little bit more HP? Or change dmg indicator to them from enemies. Some of them seems to be "active" to "help" us, but there is actually no way to "help", cuz they instantly dying from enemies.
Edit2:
Edit:
Si2(JapInv) seems to have same issue as Normandy 4 for me. Only default enemies (original enemies from game) are moving and shooting normally, enemies which are added manualy are not moving, just standing, not reacting to shoots and other. (Not all of them, but the most) Only if you come closer to them they are "active" and starting to shoot you. Same situation with tanks, all three of them ignored me. Played this map three times and in all three attempts situation was the same, only one of them started to shoot me when I was close to him. Allied tanks just driving into wall and here is a question - it's planned? If not we have another bug here. Also allies dying so fast, it's possible to add them a little bit more HP? Or change dmg indicator to them from enemies. Some of them seems to be "active" to "help" us, but there is actually no way to "help", cuz they instantly dying from enemies.
Edit2:
You will not grow if you are not willing to change yourself
Last edit: 5 years 16 hours ago by Feldmarshal.
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- ProSabre
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5 years 14 hours ago - 4 years 7 months ago #332
by ProSabre
Replied by ProSabre on topic New CO-OP Maps
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Last edit: 4 years 7 months ago by ProSabre.
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- Sqdn. Ldr. Ted Striker
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5 years 11 hours ago #333
by Sqdn. Ldr. Ted Striker
Replied by Sqdn. Ldr. Ted Striker on topic New CO-OP Maps
Sicily 2 JapInv enemy scripts. Well the unsuspend range and the sight range should be adapted to the map where you place your enemies. The view distance is set to 180 if I’m right.
Your BU2_R.. enemies have unsuspend range of 40, so you can see them appear out of nothing. Sight range of 30 / 25 is too low, so they don’t react if you are not close enough.
The tank gunners only shoot at dummies first before turning to be alarmed by sight. This lasts some minutes and is like in the original scripts.
Your BU2_R.. enemies have unsuspend range of 40, so you can see them appear out of nothing. Sight range of 30 / 25 is too low, so they don’t react if you are not close enough.
The tank gunners only shoot at dummies first before turning to be alarmed by sight. This lasts some minutes and is like in the original scripts.
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- Stern
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5 years 11 hours ago - 5 years 1 hour ago #334
by Stern
The one who hesitates is lost !
Replied by Stern on topic New CO-OP Maps
It seems i have to get rid of random weapons...
I tested few ways yesterday and its still not loading weapons correctly...
There is no shooting through walls its just weapon bug and well hidden enemy.
They dont move because i didnt use Checkpoints...not yet until it works correctly.
***
For the passive tanks in Si2:
You have to decide what is more important and you could return to attack from AlarmDone() section...
Its not tested maybe it works
***
It seems like I dont have any answer to fix this weapon bug.
Tested many ways of setting weapons from script, but no luck.
So I just go for typical setup from items file.
Might be ready at end of the week.
I tested few ways yesterday and its still not loading weapons correctly...
There is no shooting through walls its just weapon bug and well hidden enemy.
They dont move because i didnt use Checkpoints...not yet until it works correctly.
***
For the passive tanks in Si2:
You have to decide what is more important and you could return to attack from AlarmDone() section...
Code:
///////////////////////////////////////////////////////////////////////////////////////////////
// Osadka Panzeru 1 (strelec z kanonu) GER 18 - strili na predem vybrane pozice a pak se pusti do AI
// Vytvoril: Radek
// Zodpovida: Radek
// Zasahy jinyh lidi: -
///////////////////////////////////////////////////////////////////////////////////////////////
Block
{
Frame Bum1; FRM_FindFrame( Bum1, "dummy_panyer1_bum1");
Frame Bum2; FRM_FindFrame( Bum2, "dummy_panyer1_bum2");
Frame Bum3; FRM_FindFrame( Bum3, "dummy_panyer1_bum3");
Frame Bum4; FRM_FindFrame( Bum4, "dummy_panyer1_bum4");
Frame Bum5; FRM_FindFrame( Bum5, "dummy_panyer1_bum5");
Frame Bum6; FRM_FindFrame( Bum6, "dummy_panyer1_bum6");
Frame Bum7; FRM_FindFrame( Bum7, "dummy_panyer1_bum7");
Frame Bum8; FRM_FindFrame( Bum8, "dummy_panyer1_bum8");
Frame Bum9; FRM_FindFrame( Bum9, "dummy_panyer1_bum9");
Frame Bum10; FRM_FindFrame( Bum10, "dummy_panyer1_bum10");
Frame Bum11; FRM_FindFrame( Bum11, "dummy_panyer1_bum11");
Frame Bum12; FRM_FindFrame( Bum12, "dummy_panyer1_bum12");
Frame Bum13; FRM_FindFrame( Bum13, "dummy_panyer1_bum13");
Frame Bum14; FRM_FindFrame( Bum14, "dummy_panyer1_bum14");
Frame Bum15; FRM_FindFrame( Bum15, "dummy_panyer1_bum15");
HUMAN_SetOptimized(2);
HUMAN_SETEVENTS(False); //What that means ?????
//SetAlarmType(1023, False);
SetAlarmType(1023, True); // Set alarm ON at start
}
HUMAN_Suspend(True);
goto TheEnd;
Onsignal(1)
{
HUMAN_Suspend(False);
HUMAN_BoardVehicle("Panzer_1", true, 2);
}
Delay(90000);
Goto Attack;
Label Attack:
HUMAN_Attack(Bum1, 3000); Delay(9300);
HUMAN_Attack(Bum2, 3000); Delay(10000);
HUMAN_Attack(Bum3, 3000); Delay(10000);
HUMAN_Attack(Bum4, 3000); Delay(10800);
HUMAN_Attack(Bum5, 3000); Delay(10000);
HUMAN_Attack(Bum6, 3000); Delay(8500);
HUMAN_Attack(Bum7, 3000); Delay(10000);
HUMAN_Attack(Bum8, 3000); Delay(10000);
HUMAN_Attack(Bum9, 3000); Delay(9100);
HUMAN_Attack(Bum10, 3000); Delay(10000);
HUMAN_Attack(Bum11, 3000); Delay(10000);
HUMAN_Attack(Bum12, 3000); Delay(9200);
HUMAN_Attack(Bum13, 3000); Delay(10000);
HUMAN_Attack(Bum14, 3000); Delay(10000);
HUMAN_Attack(Bum15, 3000); Delay(7900);
//SetAlarmType(1023, True);
OnAlarm()
{
EndScript();
}
OnAlarmDone()
{
HUMAN_SetAlarm(False);
SetAlarmType(1023, True);
Goto Attack; //Go to attack after AlarmDone
}
label TheEnd:
Its not tested maybe it works

***
It seems like I dont have any answer to fix this weapon bug.
Tested many ways of setting weapons from script, but no luck.
So I just go for typical setup from items file.
Might be ready at end of the week.
The one who hesitates is lost !
Last edit: 5 years 1 hour ago by Stern.
The following user(s) said Thank You: snowman, ProSabre, Feldmarshal, WANGER
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- Sqdn. Ldr. Ted Striker
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4 years 11 months ago #335
by Sqdn. Ldr. Ted Striker
Replied by Sqdn. Ldr. Ted Striker on topic New CO-OP Maps
Some files here. I edited the check2.bin with hex editor to let one Sherman drive to the other side. Doesn’t drive smoothly, but it works most of the times, otherwise restart.
I would use only 1 Sherman. I made a script for an attacking ally at tank gun. Btw the definition must be changed to “Ally”. It’s very difficult to let allies shoot only at still alive enemies or at tanks only when they are in their line of fire. Especially when you let an Ally at tank MG shoot at a lot of infantry soldiers. Maybe other guys here have an idea?
I guess the 2 Panzer tank gunners could have a normal script without shooting at dummy targets and go to alarm from the start, cause their targets are not so important for the objectives.
Shermans can be taken out easily with nades, so consider the items of infantry enemy. Maybe some could have a Panzerfaust or a Shotgun that can set the tank on fire. It would be fine to have new British tank models on base of the Panzer3 that cannot be destroyed so easily with nades.
I would use only 1 Sherman. I made a script for an attacking ally at tank gun. Btw the definition must be changed to “Ally”. It’s very difficult to let allies shoot only at still alive enemies or at tanks only when they are in their line of fire. Especially when you let an Ally at tank MG shoot at a lot of infantry soldiers. Maybe other guys here have an idea?
I guess the 2 Panzer tank gunners could have a normal script without shooting at dummy targets and go to alarm from the start, cause their targets are not so important for the objectives.
Shermans can be taken out easily with nades, so consider the items of infantry enemy. Maybe some could have a Panzerfaust or a Shotgun that can set the tank on fire. It would be fine to have new British tank models on base of the Panzer3 that cannot be destroyed so easily with nades.
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4 years 11 months ago - 4 years 7 months ago #336
by ProSabre
Replied by ProSabre on topic New CO-OP Maps
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Last edit: 4 years 7 months ago by ProSabre.
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