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Messages - xMichael

#16
Yeah I thought so. It was internet server.
#17
When I try to join server with 2nd player, it fails because of cdkey error.
#18
Oh ok, I guess thats a swbf1 thing.
#19
But they wont actually double jump from that right? I dont see that in the video I think. I think AI just cant do some things but you could edit the odf files to emulate some things, for example you could increase the height of the jetjump to match the double jump.

Im a swbf2 modder but many things should be the same on swbf1.
The AI have "serpentine" state which triggers when enemy aims directly at them. Serpentine means they will strafe to right and left to try to dodge your shots. By testing, I found out that AI do not use serpentine state when they are close to barriers (those things set up in ZE that tell AI where they cannot go). I removed all the barriers and they started using it very often. However not using any barriers also presents problems like bots walking into objects. I need to test this more because I think just keeping important barriers could be a compromise.

SetAIDifficulty tells AI how aggressively they will shoot (the rate pressing the shoot button), the accuracy of the aimbot and the time they take to lock on to enemies is improved too. By lot of testing, I use value 80 for this lua command. But value 20 is already hard enough for average players. Dont forget to disable auto balancing for this to work properly.

the other command about aggressivenes is actually there to make the AI worse than default (1.0), I could see it in endor hunt the sniper bots had the value 0.7 by pandemic to make them worse against the inferior ewoks. And in bf2, the CW luas have values 0.9 (I have some theories why but its not important)

If you want snipers or other units to shoot you from across the map thats easy. First make sure the weapon ordnance itself has the required range (lifespan and velocity affect this) then in the weapon odf look for minrange,optimalrange and maxrange. Make the minrange 0, make optimal whatever range you think is good and maxrange something crazy like 2000 or more. Also make Lockonrange very high or 0 (infinite). If the weapon dont have those odf lines, you can add them (find the examples in other odfs). In mission lua, there are sometimes commands that limit the ranges like aisnipesuitability or setdefenderrange etc, just remove those or put really high values.

You cant make the AI more intelligent. You can make them hide behind objects with hintnodes or jump in planning (assuming its the same in bf1). You can make them roll from a grenade by adding "sticky" classlabel to the ord (cause them to "flee event" state when near) someone asked to remove that feature, so removing it is possible with this. I also tried adding it as "tracer" ordnance to normal weapons, it was kinda funny when bots rolled from shooting my shotgun at them but ultimately it made them react slower and made them worse.

There are also other AI states like "flank" or "retreat" but I havent been able to use those more.

If we had the source files, we could make some hard bots which would compete with humans I think. But like this, its just minor improvements.

Also ScriptCB_SetDifficulty(3) is just the game difficulty (easy,medium,hard) I think. So no, it doesnt have 12 levels.

#21
There is an easier way than batch stuff or hex editing.

Just create a shortcut of your battlefrontII.exe (the server one) right click it and add these to the Target:
/win /norender /nosound /autonet dedicated /resolution 640 480 /tps 60

mine looks like this: "D:\Star Wars Battlefront II PC Server\BattlefrontII.exe" /win /norender /nosound /autonet dedicated /resolution 640 480 /tps 60

To set up other options, use swbfsm.exe and then click on save button and then close it. And start server using your new shortcut.

Idk if that works on gameranger
#22
Put a password on your server so that the crasher cant join. And look up the server patched executable that fixes the bugs that the kids use to crash it.