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Messages - Phobos

#16
Quote from: Linux user Awesome on May 29, 2017, 09:27:44 AM
I meant to use TWD server as example of how it looks.
not how it was tricking people. its password protected
so its obviusly not trying to do that.

and thanks for explanation.  :cheers:

and by the way i'd be flattered if you could use my walther PPK in TWD battlefront.
here http://www.swbfgamers.com/index.php?topic=11965.0
Ok well I wasn't sure based on how it was written. Just remember if u see the reinforcements are still the default 200v200 and not bleeding, that probably no players are in the game.

Nice weapon model, I'll add it to the next build and credit you for it :tu:
#17
Quote from: Led on May 28, 2017, 07:50:25 PM
Our domain name (SWBFgamers.com) was up for renewal in January 2019, which seems like just around the corner  now...so I have renewed it for 10 more years after that!  So we are going to be around one way or another until at least January, 2029  :cheers:
Good news. Thx for keeping the website up and running :cheers:
#18
Quote from: Linux user Awesome on May 29, 2017, 04:30:43 AM
I don't know if this is right to post but here we go.

on the SWBFgamers.com-Battlefront server sometimes it says there is 1 players on server with over 102 kills even if there is still 200\200 reniforcements I join and no one is there. I leave and it says they are there with hundreds of kills again.

this is not realy a problem but it gets a bit anoying and i'm also curios as why its hapening.
is it a trick to get people to play on that server?(sorta like on the walking dead battlefront server.)
is it a glitch?

Please don't think me to be rude or offenceve (cuase thats the way people alwase seam to inturpret my posts.)
and I'm not blaming anyone. I just wanna know.
and if you don't like me asking this just tell me to bug off.
Fake players on TWD server are not meant as a "trick" to get people to play on it, they are for testing purposes. The password is there to prevent random players from joining anyway.

Sometimes the game crashes for players on maps such as Hoth and the server lobby is temporarily glitched. It's not a problem unless the reinforcements hang at 0, at which point the server must be reset.

You can always use the server lobby filter to only display servers of your choosing.
#19
Quote from: Led on May 28, 2017, 08:13:23 PM
I have just enable PHP 5.4, and upgraded our SMF forum software to 2.0.14.

Things seem a bit speedier already.  Let me know if there are any issues   :cheers:
There seems to be a glitch when logging in through the homepage. Every time I try to sign in from the main page it says "error session timed out while posting". Only can sign in through the login page directly.
#20
SWBF1 Modding / Re: Full decompile of .lvl file
May 21, 2017, 09:13:32 PM
Quote from: Anyder on May 17, 2017, 02:23:46 PM
I'd recommend u to use this modders toolbox -- http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=525 -- It's more completed than the previous ones. Thanks Phobos for sharing these tools/compilations  :cheers:
Here's the latest common and shell builders too, which are even newer. Toolbox v5 has not yet been developed
http://tiny.cc/perfectbuilders
#21
Based on recent mod testing this appears to be what certain vehicle properties do:

AvailableForAnyTeam = "1" // 1 allows AI from other teams to take the vehicle if unoccupied
IsPilotExposed = "1" // 0 prevents pilot death unless the vehicle is destroyed, 1 exposes pilot to being shot and killed while in the vehicle
MovingTurnOnly = "1" // 0 enables vehicular strafing like the AAT, 1 prevents strafing like the hailfire droid
NoCombatInterrupt = "1" // 1 makes AI use vehicle only for transport other AI directly to cps while avoiding combat
#22
Quote from: Ascertes on April 30, 2017, 01:02:06 PM
I have a question about this. I see the function for TeamAggressiveness, but I wonder: does this work for native teams as well? I checked the Dune Sea LUA's and no commands were given to the Tusken side. I'm trying to get my native team to play more defensively; a "turtle" type strategy if you will.
If Dune Sea is missing the LUA code for team 3 then it would load the default hardcoded aggression settings for that team, which I think is 0.5

The LUA code works for native teams too, use this setting to make them play the most defensively:
SetTeamAggressiveness(3, 0.0)

here is one of the mission LUA sections from TWD mod which has different settings for each faction
-- GLOBAL
SetTeamName(ALL, "Alliance")
SetTeamName(IMP, "Empire")
SetTeamName(3, "LocalB")
SetTeamAggressiveness(IMP, 0.0) -- player team most defensive
SetTeamAggressiveness(ALL, 1.0) -- enemy team most aggressive
SetTeamAggressiveness(3, 1.0) -- enemy native team most aggressive
SetTeamAggressiveness(4, 1.0) -- allied native team most aggressive
SetTeamAggressiveness(5, 0.0) -- allied native team most defensive
SetAttackerSnipeRange(1000)
SetDefenderSnipeRange(1000)
SetMaxFlyHeight(1000)
SetAIVehicleNotifyRadius(320)
SetStayInTurrets(1)
SetAllowBlindJetJumps(1)
#23
SWBF1 Modding / Re: Can't use BF Builder Pro
April 28, 2017, 04:52:30 PM
Quote from: Anthony_b on April 28, 2017, 09:04:28 AM
I would like to use the SWBF1 mod tools for a few things but cannot. I run BF Builder Pro, load mod1 or mod1 and I get an error message. If I run munge.bat in mod1 or mod2 nothing happens. So at this point I've given up hoping someone else has knows what to do. A picture is attached below showing the error that occurs when opening mod1 or mod1 in the BF Builder Pro application.



I am using Windows 7 64-bit. I have BFBuilder folder located just inside C drive.

Try moving BFBuilder directly to the C:\ folder or C:\LucasArts\ I think spaces in the directory path causes errors for some of the mungers.
#24
Thx :cheers: Here's the ODFs for SWBF1 ZeroEditor generated with tirpider's SchMEe
#25
SWBF1 Modding / Re: the rep_fly_vtrans thread
April 15, 2017, 07:28:07 AM
Quote from: Gistech on April 15, 2017, 12:57:04 AM
Like the grappling hook and the disguise kit, the code for the Vtrans was removed from SWBF2 outright.

Another reason I'd love to have the source code for both games.
I know grappling hook crashes the game but the disguise kit seems stable, so I wonder why it was removed from SWBF2?

I agree, with the sources, we could basically combine all the best features from both games along with adding new features and improvements.

Quote from: jdee-barc on March 22, 2017, 07:07:32 PM
Here is proof of making the LAAT/c gunship work as it was intended to (sort of).
nice work :tu:
#26
Public Square / Re: PS2 player award
April 14, 2017, 04:41:32 AM
here's one u could use, maybe add text to it
[spoiler]
#27
Maximum AI Difficulty Tweaking for Modders
This tutorial covers every currently known mission LUA and side ODF trick to improve the difficulty setting of AI in SWBF1. There are also ways to improve the AI difficulty by adding hintnodes to map LVLs, but this tutorial doesn't cover that.
For zeroeditor hintnodes tutorial, go here http://www.swbfgamers.com/index.php?topic=8424

According to all the info contained in this thread, these would be the best LUA settings to use for the strongest enemy AI possible in SWBF1, in combination with using the Hard difficulty setting ingame:

SetTeamAggressiveness(ALL, 0.0) -- player team
SetTeamAggressiveness(IMP, 1.0) -- enemy team
SetPlayerTeamDifficultyHard(-20) -- functional for SP only
SetEnemyTeamDifficultyHard (20)
SetAttackerSnipeRange(1000) -- Increases shooting range of Scout classlabel units but there is a hardcoded range limit
SetDefenderSnipeRange(1000)
SetDenseEnvironment("false") -- improves the AI awareness of their surroundings and location of players
SetAllowBlindJetJumps(1) -- the AI jets fly everywhere making them harder to kill
SetMaxFlyHeight(1000) -- lets the AI and players fly really high
SetAIVehicleNotifyRadius(1000) -- allows AI to track down vehicles from across the map
SetStayInTurrets(1) -- forces AI to stay in turrets
SetMemoryPoolSize("Aimer", 999) -- allocates the maximum memory possible for AI shooting calculations


Untested Commands (might be functional)
-- SetAIDifficulty(10,10)
-- SetAIFormationRadius()   




Quote from: Phobos on September 29, 2013, 03:54:11 PM
I figured I might as well start a thread to document the various mod tweaks I've been discovering to increase the maximum difficulty of AI. Hard setting just isn't enough and I wish we had the game source to improve the AI further but we will have to get by with LUA and ODF.

I've already implemented these codes into the mission LUA which have slightly improved the AI strength.
SetTeamAggressiveness(IMP, 1.0) -- max value recognized by the game
    SetDenseEnvironment("false") -- improves the AI awareness of their surroundings and player location.
SetAllowBlindJetJumps(1) -- the AI jets like to fly everywhere making them harder to kill.


I've also maximized the limits for the range of AI shooting at players by making this modification to all laser based weapon ODFs (snipers shotguns pistols etc):
LockOnRange  = "0.0"
LockTime  = "0.0"
MinRange  = "0"
OptimalRange  = "32"
MaxRange  = "512"


And of course here is my ODF mod for letting AI shoot rocket launchers at players from the maximum distance allowed by the game:

TargetEnemy  = "1"
TargetNeutral  = "0"
TargetFriendly  = "0"

TargetPerson  = "1"
TargetAnimal  = "0"
TargetDroid  = "0"
TargetVehicle  = "1"
TargetBuilding  = "0"

MinRange  = "0"
OptimalRange  = "16"
MaxRange  = "150"

LockOnRange  = "0.0"
LockTime  = "0.0"


Of course radar can also be added to the AI, but I'm not sure if it actually helps them or is just for players
ScanningRange = "9999.0"
TransmitRange = "9999.0"


I was looking at the meta scripts and noticed one of the bonus references for making the AI have 'advanced training'. However this was not listed in the bonus types Fred posted about here http://www.swbfgamers.com/index.php?topic=6653.msg70823#msg70823
This is what I tested in my mission LUA:
ActivateBonus(IMP, "MEDICAL_SUPPLIES") -- this adds slow auto heal
ActivateBonus(IMP, "ADVANCEDTRAINING") -- how its referenced in metagame_state
ActivateBonus(IMP, "ADVANCED_TRAINING") -- test with underscore added


This is the error I got in SPTest. The game didn't recognize the bonus type so it didn't apply it.

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\LuaCallbacks_Mission.cpp(453)
ActivateBonus specifies invalid bonus name: "ADVANCEDTRAINING"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\LuaCallbacks_Mission.cpp(453)
ActivateBonus specifies invalid bonus name: "ADVANCED_TRAINING"


Here is the reference from metagame_state.lua
yavin = {
MapName = "YAV", -- 3-char name for base map name
LocalizeName = "planets.yavin.name",
-- fnGetBonusText = metagame_state_fnGetBonusText_yavin,
chargemax = 1,
ShortBonusText = "planets.yavin.shortbonus",
LongBonusText = "planets.yavin.longbonus",
MapName1 = "planets.yavin.mapname1", -- localization key to first map
MapName2 = "planets.yavin.mapname2", -- localization key to second map
RotateSpeed = 0.62,
ModelScale = 0.16,
BonusType = "AdvancedTraining",
pickorder = 7, -- 1 = picked first, 2 = second, etc
},


Does anyone else have any other ideas for how to implement the AdvancedTraining bonus from Galactic Conquest into a regular mission LUA or any other potential tweaks for making the AI more difficult?

List of things I want to improve for the AI: (note that I play SP exclusively on Hard Difficulty now)
- Intelligence and hunting down players from any distance
- Advanced Training bonuses from GC applied to Instant Action and MP mission LUAs
- More defensive manuevers when fighting players not so many predictable movements and "path hugging"
- Increase the default cutoff range for how far AI can shoot at players (i.e. make it so a sniper AI on the other side of kamino is still going to shoot at you if you're in his line of sight)
- Enable the "special jet tricks" for players which AI are seemingly only capable of using such as: rolling midair while in a jet jump, double jetting really high above the map

Quote from: Phobos on February 19, 2014, 04:14:50 AM
Would it be possible to use some of these features from SWBF2 or hack the game memory to increase AI difficulty?

http://www.secretsociety.com/forum/downloads/BF2Docs/AI/Difficulty.html
Quote from: Psych0fredAI Difficulty

Command Line Options:

/DisableAIAutoBalance
This will disable auto balancing for the entire game. Use this to pure balance your levels.

Console debugging commands:

aidiff
Dumps the difficulty to the console, and also to the debug output (TTY on ps2, DrWatson for xbox):

Profile setting: MEDIUM
AutoBalance: ACTIVE
        base   lua  auto = total
Player :  10 +   0 +   0 = 10
Enemy  :  12 +   0 +   0 = 12   

This shows the current profile difficulty setting (EASY, MEDIUM, HARD).

Then it says if AutoBalance is turned on.  You can control this with the lua EnableAIAutoBalance() command.  The modes shown are:
ACTIVE - AutoBalance is enabled and currently working.
INACTIVE - Its turned on, but not currently active.  Probably because one side has infinite reinforcements.
DISABLED - not turned on.

Then it shows the difficulty setting calculation.  "Base" is the base value that it gets from the profile setting.  "Lua" is the adjustment modifier that you can set in the lua with the SetAIDifficulty() command.  "Auto" is the modifier from the auto balancer.  "Total" is the final value that it uses.

Lua Script commands:

EnableAIAutoBalance()    
Turn on AutoBalancing.  This will work for Conquest/Assault/CTF games.  Not campaign.   Basically if the score gets too far in one teams favor (+/- 40 conquest, 60 assault, 1 ctf) it will make the losing team better and the winning team worse until things get back to close again.

DisableAIAutoBalance()    
Turn off AutoBalancing.  It is on by default so you should use this for your campaign mode scripts.

SetAIDifficulty(player, enemy)    
This will set the current difficulty modifier.  The two values are for the player's team and for the enemy's team.  These are only modifiers on the current profile setting, so you don't need to set these at all if you want.  All maps default to (0,0).

SetAIDifficulty(-2, 3)
This will make the AI on the players team 2 settings easier, and the AI on the enemy team 3 settings harder.
This can be called from any point within a mission.  So if you want the bad guys to be more difficult on just one objective, call this with say (0,2) in the OnStart function, then call it again with (0,0) to reset it in the OnComplete function.

SetAIDifficulty(player, enemy, diff)    
This works just like the above, but only for a specific profile setting.  So if you want to leave medium alone, but make hard mode harder, you could do:

   SetAIDifficulty(0, 3, "hard")
The last value can be "easy", "medium", or "hard".

Quote from: Phobos on October 19, 2014, 05:12:04 AM
To make zombies smarter you can change the UnitType value in the ODF to "Trooper" or "pilot". This will make them strafe shots at close range and they are harder to shoot in the head with high move speeds.

To make zombies more stupid and charge at the player without trying to dodge shots change the UnitType to "assault". When combined with slower move speeds this resembles the classic zombie more but they are much easier to kill. I haven't tested the other unit types such as "support" yet.

This works for any AI not just zombies btw and is most noticeable on Hard difficulty.

Quote from: Phobos on May 15, 2015, 09:55:22 AM
From http://www.swbfgamers.com/index.php?topic=4594

Quote from: tirpider on May 25, 2012, 12:25:28 PM
I grepped through the odf's for BF1 and 2 for "UnitType" and made this list:

//possible unit types:
//"assault" or "Assault"
//"pilot"
//"repair"
//"scout" or "Scout"
//"support"
//"trooper" or "Trooper"
UnitType = "assault"

I don't know if case affects it or not, so I included the variations.
They certainly affect the behavior of the unit, but I imagine the SetTeamAggressiveness setting will have more of an impact on how reckless they are.

-edit
I grepped through the lua files for SetTeamAggressiveness.
The lowest value I saw was 0.7
The Highest was 1.0  (most common one as well.)

UnitType Information
- Assault classlabel will tell AI to place landmines (if they have that weapon) on the Mine hintnodes for maps placed in ZeroEditor. It also makes the AI more 'stupid' and they will not strafe sideways when being aimed at by enemies.
- Pilot is like Trooper, the AI will be most aggressive and use tactics such as strafing. In addition this unit type can also heal vehicles automatically while driving. They also heal players and repair turrets/vehicles
- Repair has not been tested yet.
- Scout is almost as aggressive as Pilot/Trooper, but will play more defensively and retreat sometimes more often. They utilize Sniper hintnodes placed in ZE and will sometimes go prone in certain areas. They also strafe to dodge enemy shots.
- Support has not been tested yet.
- Trooper is the most aggressive unit type which will use strafing tactics to dodge enemy shots.

Also to maximize zombie aggression, use these LUA
SetDenseEnvironment("false")
SetTeamAggressiveness(IMP, 1.0) -- zombie faction

Quote from: Snake on May 25, 2012, 01:39:53 PM
I have already set all of them to assault which is what was in the Luke .odf but they still run away from grenades and still act too nonchalant. Maybe I can increase their speed slightly to make it harder.. Still, I wish there was a way to take away their "grenade sense".
this would be nice, they retreat from melee sometimes too.

Edit
SetHistorical()
SetPlayerTeamDifficultyHard(2)
SetEnemyTeamDifficultyHard (6)

It's possible adding this to a mission LUA will increase the difficulty of enemy faction defined by the missionlist.

Quote from: John Northan - Lead ProgrammerWelcome to my developer diary. My name is John Northan and I'm a programmer on Star Wars Battlefront at Pandemic Studios, specializing in game Artificial Intelligence. My plan is to give you an insight into several challenging technical issues that we've worked on whilst developing Battlefront: creating a massive battlefield sensation, encouraging emergent AI environment interaction, and developing distinct soldier behaviors, such as assault, scout and repair.
One of the great sensations to come from watching the Star Wars movies are the massive battle sequences. We want the player to feel like they are in the midst of those battles, such as down on the surface of Hoth running amongst giant AT-ATs or taking a defensive position in the snow trenches. To achieve this, we need to simulate great numbers of soldiers, ground-based vehicles, and flyers. In Battlefront's single player experience, the majority of these entities need to be controlled by AI. The AI for each entity is calculated at several different layers. At the highest level, the strategic AI, examples of the types of critical decisions that need to be made are: which command post to attack, which enemy to engage, which weapon is most appropriate, and whether to interrupt a current action because a thrown grenade has just been spotted. At the lower levels, the controller AI, examples of the types of immediate decisions that need to be made are: how fast and in what direction to move, where to aim a weapon in order to hit a moving target, and whether to alter course in order to avoid a collision.
The technical difficulty in juggling all this strategic and control AI for a large number of soldiers and vehicles is that it must all be achieved with low CPU usage. For example, in Battlefront, we allow the AI about five to ten percent of CPU time. One of our solutions was to realize that high-level strategic decisions could be made much less frequently than the lower level controls. Decisions, therefore, are made at differing time intervals, dependent upon their urgency. For example, when a soldier is running through a battlefield, he needs only to evaluate which command post to attack every few seconds, whereas he needs to make weapon aiming decisions continuously.
One of the leading-edge AI techniques in use in games at the moment is for characters to react to the environment intelligently. Examples of this are soldiers in combat seeking cover behind barriers or snipers hiding out on rooftops. This emergent behavior is achieved in Battlefront by the placement of hint nodes within the world. We have a variety of hint nodes that our Level Designers can populate the word with, such as "cover" nodes to designate strategic positions to fire on the enemy from, "snipe" hints for concealed, long-range firing positions, and "minefield" hints for areas where mines could be laid. It is the emergent use of these hints that can give an AI-controlled soldier the appearance of intelligent environment use.
We have put much time during the development of Battlefront into distinct soldier behaviors. When running through a battlefield, it is possible to notice each behavior: there will be trooper soldiers directly engaging the enemy, sniper soldiers staying hidden at the periphery of the battle, assault soldiers attempting to outflank and destroy enemy vehicles, and repair soldiers busy healing the wounded. The trooper soldiers have the most variety of behavior. Upon spotting an enemy, they will select a method of attack, based upon factors such as weapon availability and enemy mobility. For example, a trooper soldier armed with just a pistol will try to get up close to a target, dodging and weaving, whereas a trooper armed with a long-range rifle will go prone, reducing the potential for shot error. Troopers will use cover hints to use natural environmental barriers to hide from the enemy. If a cover position is compromised the soldier will run for another barrier from which to take cover.
Sniper soldiers tend to avoid direct combat. They prefer to look for strategic snipe positions, from which they can pick off enemy soldiers with a precise, long-range rifle. If their snipe position is discovered, they will pull out a pistol and make a fighting retreat. Assault soldiers seek out enemy vehicles. At long range, they will go prone and fire a low-error shot at their target. If the vehicle approaches they will attempt to outflank, heading to the backside of the vehicle, where it tends to be most vulnerable. Repair soldiers will follow other soldiers into battle, re-supplying them with ammo, and healing them if injured. Of course, if fired upon, they will interrupt their healing behavior and immediately engage in combat.
That's the quick and comprehensive look into the world of Infantry-based AI! We've also developed many other behaviors and stylized nodes to handle such things as the many, many different types of vehicles or emplacements that can be used! It would be silly to describe all of our secrets, though, wouldn't it!
Keep a look out for these soldier behaviors and more whilst you're mowing them all down in the Battlefront!

Quote from: Phobos on January 18, 2013, 05:55:35 AM
For custom single player maps is there a way to completely disable players from changing the difficulty settings (easy medium hard) and define them within the mission LUA? For example if I put this in the mission LUA
ScriptCB_SetDifficulty(3)
Would this force the difficulty to hard and override whatever the player's default difficulty setting is?
Quote from: Led on January 18, 2013, 08:51:09 AM
Yes, I think that works.  But it goes to something like 12.
Quote from: Led on June 08, 2012, 01:51:58 PM
These are LUA commands for historical maps.  Some commands are duplicated so that you can see the range of values that it may take.  This is currently a work in progress.
   SetPlayerTeamDifficultyEasy (1)
     SetEnemyTeamDifficultyEasy (4)
     SetPlayerTeamDifficultyMedium (2)
     SetEnemyTeamDifficultyMedium (3)
        SetPlayerTeamDifficultyMedium (2)
        SetEnemyTeamDifficultyMedium (-4)     
        SetPlayerTeamDifficultyEasy (14)
        SetEnemyTeamDifficultyEasy (-3)
        SetPlayerTeamDifficultyMedium (-1)
        SetEnemyTeamDifficultyMedium (6)
--     SetPlayerTeamDifficultyHard (-10)
--     SetEnemyTeamDifficultyHard (12)
     SetPlayerTeamDifficultyHard (0)
        SetEnemyTeamDifficultyHard (3)

Quote from: tirpider on October 09, 2013, 03:55:55 AM
Code (lua) Select
--ScriptCB_GetDifficulty()
-- returns: number representing the current difficulty.
--          retrieved from the current profile.
--          [1, 2, or 3](easy, medium, hard)
-- found in: [line numbers in brackets]
--           ifs_difficulty.lua [35]
--           ifs_difficulty_demo.lua [40]
--           ifs_instant_top.lua [19]
--           ifs_opt_general.lua [58][60][187][218][249]
--           ifs_sp_briefing.lua [765]



Code (lua) Select
--ScriptCB_SetAIDifficulty(n1, n2)
-- parameters: n1 and n2 should be numbers.
--             they have something to do with the number of availiable maps in
--             galactic conquest.
-- found in: [line numbers in brackets]
--           ifs_meta_battle.lua [32][34][131][133]
-- notes: I believe it sets some metric for the GC AI and has nothing to do with
--        the in-game AI.



Code (lua) Select
--ScriptCB_SetDifficulty(n)
-- parameters: n should be a number
--          [1, 2, or 3](easy, medium, hard)
-- found in: [line numbers in brackets]
--           ifs_difficulty.lua [60]
--           ifs_difficulty_demo.lua [48]
--           ifs_instant_top.lua [19]
--           ifs_opt_general.lua [187][218][249]
--           ifs_sp_briefing.lua [765]
-- notes: Pretty sure it sets the difficulty in the profile, so if a map is
--        already initialized, this won't have an effect on the current map.



Code (lua) Select
--SetEnemyTeamDifficulty(n)
--SetPlayerTeamDifficulty(n)
-- parameters: n should be a number
-- notes: the only example is commented out in kam1c.lua with 11 as it's number. Most likely a depreciated feature.


Code (lua) Select
--SetEnemyTeamDifficultyEasy(n)
--SetEnemyTeamDifficultyMedium(n)
--SetEnemyTeamDifficultyHard(n)
--SetPlayerTeamDifficultyEasy(n)
--SetPlayerTeamDifficultyMedium(n)
--SetPlayerTeamDifficultyHard(n)
-- parameters: n should be a number
-- found in: all the hustorical mission luas.
-- notes: they seem to accept a wider range of values than SetDifficulty.
          And all appear in the same files. Don't know how to use them.


These are psych0fred's LUA notes, not sure which of it is for BF2 only.
Quote from: psych0fred
I've added a setting to the lua mission scripts that tells the AI the mission is urban.  This allows the AI to change some combat behaviors to be more suitable to an urban environment (for example, ATST will not move as much around during combat, since in a tight urban setting they will collide with walls too much).
I've added the setting to all current lua files, so you will only need to add it to any new lua mission files you create:
SetUrbanEnvironment("true")
or
SetUrbanEnvironment("false")
I've renamed the script function, "SetUrbanEnvironment" to "SetDenseEnvironment" since I realized with Endor that I wanted the AI vehicles to behave in the same way in forested environments as in city environments.  The new function name generalizes the environment type better.  I've updated all the lua scripts with this new function name.

SetAIDifficulty(player, enemy)
          This will set the current difficulty modifier.
          The two values are for the player's team and for the enemy's team.
          These are only modifiers on the current profile setting, so you don't need to set these at all if you want.
          All maps default to (0,0).
      SetAIDifficulty(-2, 3)
          This will make the AI on the players team 2 settings easier, and the AI on the enemy team 3 settings harder.
          This can be called from any point within a mission.
          So if you want the bad guys to be more difficult on just one objective, call this with say (0,2) in the OnStart function, then call it
          again with (0,0) to reset it in the OnComplete function.
       
      SetAIDifficulty(player, enemy, diff)
          This works just like the above, but only for a specific profile setting.
          So if you want to leave medium alone, but make hard mode harder, you could do:

      SetAIDifficulty(0, 3, "hard")
          The last value can be "easy", "medium", or "hard".

I've added a couple of new lua commands:
SetPlayerTeamDifficulty( value )
SetEnemyTeamDifficulty( value )
where value can be between 1 (dumbest) and 20 (smartest)

I've added support for the Historical campaign lua commands:
SetPlayerTeamDifficultyEasy
SetEnemyTeamDifficultyEasy
SetPlayerTeamDifficultyMedium
SetEnemyTeamDifficultyMedium
SetPlayerTeamDifficultyHard
SetEnemyTeamDifficultyHard

Note that Lua DOES NOT accept the "+" sign, so do not do: SetPlayerTeamDifficultyEasy(+5)

Instead, do: SetPlayerTeamDifficultyEasy(5)

Of course, you can use the "-" sign: SetPlayerTeamDifficultyEasy(-5)

Quote from: Ginev on May 06, 2015, 03:54:28 PM
SetDefenderSnipeRange(170)
- Not tested, my theory is that it may increase or maximize (in terms of weapon ODF range) AI sniper bot shooting range.

SetAllowBlindJetJumps(1)
- Set to 0 by default, set to 1 makes AI jets randomly jump around as if jet nodes were everywhere on the map. I test this lines aswell.The first one works with in combination with defence hint node. You can place the hint node in zeroeditor.When a sniper class soldier go to that hint node he will ahve increased range of fire.

SetAIVehicleNotifyRadius(64)
This is taken from platforms LUA and can be seen in various other stock maps with flyer vehicles. This is used for AIs.I think 64 is default.AIs in 64 range away from any vehicle will return and will try to enter the vehicle.If the Ai is too far away for example (65) he will not come back for the vehicle.Its not good to set this value too high because bots will return from far away just to enter a vehicle.
Quote from: Phobos on May 07, 2015, 07:21:02 PM
Nice discovery. So the SetDefenderSnipeRange code allows sniper AI (UnitType=Scout) to shoot players from further distance than default limit for other units? I'm wondering if you made a giant sniper hintnode that covered the entire map, and set the LUA line to 9999, if AI could snipe players from across the map. The default cutoff range for stock sniper is 2000 velocity * 0.15 lifespan so would want to increase that for testing. If this trick worked you could in theory add unlimited shot range to all AI units :o
#28
SWBF1 Modding / Re: Multi-Grenade Launcher
April 06, 2017, 08:31:57 PM
In case this is of any help here are the multimortar grenade launcher ODFs I created for NOTLD.

[spoiler]nld_weap_inf_mortar.odf
[WeaponClass]
ClassLabel      = "cannon"

[Properties]
GeometryName        = "multimortar"
HighResGeometry     = "multimortar"

IconTexture     = "HUD_all_lascannon_icon"

//Discharge       = "small_smoke_effect"
//MuzzleFlash     = "med_muzzle_flash"

FlashColor      = "255 198 62 255"
FlashLength         = "0.075"
FlashLightColor     = "255 198 62 175"

RoundsPerClip       = "4"
ReloadTime      = "4.0"
HeatRecoverRate     = "0.15"
HeatThreshold       = "0.3"
HideOnFire              = "0"

ZoomMin         = "2.0"
ZoomMax         = "2.0"
ZoomRate        = "0.0"

AnimationBank       = "rifle"
ForceFireAnimation  = "0"

ModeTexture     = "HUD_weap_impact"
ReticuleTexture     = "reticule_rocket" // reticule_mortar

ScopeTexture    = "weapon_scope2"
OrdnanceName        = "nld_weap_inf_mortar_ord"

TriggerSingle       = "1"
MaxPressedTime = "0.0"
ShotDelay       = "0.5"
//HeatPerShot       = "0.5"

ShotElevate     = "0.3"
PitchSpread     = "6.5"
YawSpread       = "6.5"

ExtremeRange        = "512.0"
LockOnRange     = "0.0"
LockTime        = "0.0"
AutoAimSize     = "1.0"

SalvoCount = "4"
//ShotsPerSalvo       = "1"
SalvoDelay = "0.5"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"

MinRange        = "0"
OptimalRange        = "256"
MaxRange        = "384"

ExtremeRange        = "384"

TargetEnemy     = "1"
TargetNeutral       = "1"
TargetFriendly      = "0"

TargetPerson        = "1"
TargetAnimal        = "1"
TargetDroid     = "1"
TargetVehicle       = "1"
TargetBuilding      = "1"

RecoilLengthHeavy       = "1.5"
RecoilStrengthHeavy     = "1"
RecoilDecayHeavy        = ".75"

FireSound           = "imp_weap_inf_mortar_launcher_fire"
ReloadSound         = "all_weap_inf_reload_med"
ChangeModeSound     = "all_weap_inf_equip_med"
FireEmptySound      = "com_weap_inf_ammo_empty"
WeaponChangeSound   = "all_weap_inf_equip_med"
ClankLeftWalkSound  = ""
ClankRightWalkSound = ""
ClankLeftRunSound   = ""
ClankRightRunSound  = ""
JumpSound           = "all_weap_inf_torpedo_mvt_jump"
LandSound           = "all_weap_inf_torpedo_mvt_land"
RollSound           = "all_weap_inf_torpedo_mvt_roll"
ProneSound          = "all_weap_inf_torpedo_mvt_squat"
SquatSound          = "all_weap_inf_torpedo_mvt_lie"
StandSound          = "all_weap_inf_torpedo_mvt_getup"


nld_weap_inf_mortar_ord.odf
[OrdnanceClass]
ClassLabel = "sticky"

[Properties]
ImpactEffectWater = "watersplash_sm"

GeometryName = "grenade"
ExplosionExpire = "nld_weap_inf_mortar_exp"
ImpactEffect = "medium_explosion"
//ExplosionImpact = "medium_explosion" // "nld_weap_inf_mortar_exp"
//OrdnanceEffect = "com_sfx_weap_grenade_red"
//TrailEffect = "nadesmoke"
//TrailEffect = "com_sfx_weap_grenade_red"

LightColor              = "253 43 43 150"
LightRadius             = "3.0"

LifeSpan = "3.0"
Velocity = "30.0"
Gravity = "1.0"
Rebound = "0.3"
Friction = "1.0"

StickPerson = 0
StickAnimal = 0
StickDroid = 0
StickVehicle = 0
StickBuilding = 0
StickBuildingDead = 0
StickBuildingUnbuilt = 0
StickTerrain = 0

OrdnanceSound = ""
CollisionOtherSound = "com_weap_inf_grenade_bounce"


nld_weap_inf_mortar_exp
[ExplosionClass]
ClassLabel = "explosion"

[Properties]
WaterEffect = "watersplash_lg"

Damage   = "7500.0"
DamageRadiusInner = "3.0"
DamageRadiusOuter = "6.0"

Push   = "12.0"
PushRadiusInner   = "3.0"
PushRadiusOuter   = "6.0"

Shake   = "1.0"
ShakeLength   = "0.5"
ShakeRadiusInner  = "3.0"
ShakeRadiusOuter  = "6.0"

//Effect = "super_explosion"
Effect = "com_sfx_weap_flame_exp_lg"
//ExpireEffect = "com_sfx_weap_flame_exp_lg"

LightColor      = "250 136 16 100"
LightRadius = "7.0"
LightDuration = "1.0"

VehicleScale = "2.0"
PersonScale = "1.0"
DroidScale = "1.0"
AnimalScale = "1.0"
BuildingScale = "1.0"

SoundProperty = "com_weap_thermaldetonator_exp"
[/spoiler]

The line SalvoCount determines the number of grenades. SalvoDelay is the time between each shot. PitchSpread and YawSpread can be lowered or increased as needed.

I've also attached the multimortar model assets by Wazmol in case you want to add these too
#29
Thx Dark Phantom and gdh92 for uploading those maps :tu:
The archive is now complete for all of Eddie's mod maps http://www.swbfgamers.com/index.php?topic=7039.msg112842#msg112842
#30
We are trying to archive all of Eddie's maps on SWBFGamers. I think there were 10 total. 3 more maps are needed to complete the archive: Tynna, Dathomir, and Q-City. If anyone has these mod map archives, please upload them or post a link here for us :cheers: 

I have the world LVL for Tynna and Q-City but not the AddOn files anymore, these files are attached to the post.
http://www.swbfgamers.com/index.php?action=dlattach;topic=7039.0;attach=6514

Quote from: Kit Fisto on September 07, 2013, 09:21:54 AM
Death Star: http://starwarsbattlefront.filefront.com/file/Eddies_Death_Star;36550
Dantooine: http://starwarsbattlefront.filefront.com/file/Eddies_Dantooine;36547
Tyanna: http://starwarsbattlefront.filefront.com/file/Eddies_Tynna;36548
Dathomir: http://starwarsbattlefront.filefront.com/file/Eddies_Dathomir;37121
Q-City: http://starwarsbattlefront.filefront.com/file/Eddies_Q_City;37347
Base 42: http://starwarsbattlefront.filefront.com/file/Eddies_Base_42;37611
Kastel: http://starwarsbattlefront.filefront.com/file/Eddies_Kastel;37978
Italia: http://starwarsbattlefront.filefront.com/file/Eddies_Italia;39399
Death Star : http://starwarsbattlefront.filefront.com/file/Eddies_Death_Star;36557

List of Eddie's maps for SWBF1
Dantooine: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1203
Tynna: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1426
Dathomir: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1428
Q-City: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1427
Base 42: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1202
Kastel: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=27
Italia: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=6
Jai Nollan: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=858
Death Star A: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1198
Death Star B: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1100