Sprony Posted September 19, 2016 Report Share Posted September 19, 2016 Please use this thread for all your questions regarding the contest or if you need technical help with your map. Link to comment Share on other sites More sharing options...
Bastion Posted September 19, 2016 Report Share Posted September 19, 2016 I understand that we have to host the map files on gamebanana, but why can't have threads here to work as the development blog? Link to comment Share on other sites More sharing options...
Chief-C Posted September 20, 2016 Report Share Posted September 20, 2016 (edited) Check out the skd_coop.txt file in the ...steamapps\common\dayofinfamy\sdk_content\maps\example folder. It has several script commands you can use to modify bot behavior. I'll talk to our programmer, if there's a method to implement any of these for pvp modes. Assign a team number to nbot_cover entities. They're very cheap, so use as many as can. *Right now, those coop scripts will not work for pvp modes. Edited September 20, 2016 by Chief-C Xanthi and Vaya 2 Link to comment Share on other sites More sharing options...
Sprony Posted September 20, 2016 Author Report Share Posted September 20, 2016 On 19-9-2016 at 7:01 PM, Bastion said: I understand that we have to host the map files on gamebanana, but why can't have threads here to work as the development blog? It's open so post away. I expect 300 threads by morning! Link to comment Share on other sites More sharing options...
Vaya Posted September 21, 2016 Report Share Posted September 21, 2016 20 hours ago, Sprony said: It's open so post away. I expect 300 threads by morning! errrrrr I'm gonna confirm with the rest of the team what we're sharing. We have a lot of super cool ideas that could easily be copied. Link to comment Share on other sites More sharing options...
Sprony Posted September 21, 2016 Author Report Share Posted September 21, 2016 Just now, Vaya said: errrrrr I'm very disappointed Link to comment Share on other sites More sharing options...
Vaya Posted September 21, 2016 Report Share Posted September 21, 2016 53 minutes ago, Sprony said: I'm very disappointed Mine is coming! just got to make sure I don't break up the greatest band since the beatles Sprony, Squad, Lizard and 2 others 5 Link to comment Share on other sites More sharing options...
Vilham Posted September 21, 2016 Report Share Posted September 21, 2016 What SDK do I need for this? Link to comment Share on other sites More sharing options...
poLemin Posted September 21, 2016 Report Share Posted September 21, 2016 4 minutes ago, Vilham said: What SDK do I need for this? I don't know if the Source SDK is still necessary for it, but I just downloaded it too. The Hammer Editor configured for DoI comes with the game in the "steamapps\common\dayofinfamy\bin" directory. Vilham 1 Link to comment Share on other sites More sharing options...
Squad Posted September 21, 2016 Report Share Posted September 21, 2016 7 minutes ago, Vilham said: What SDK do I need for this? Creating levels for DoI Vilham 1 Link to comment Share on other sites More sharing options...
kunalht Posted September 25, 2016 Report Share Posted September 25, 2016 So I've created a server for day of infamy. We can test custom map someday. Here are server details. Check your ping it's located in India. Server ip: 139.59.22.210 port: 27015 password:mapcore console command: connect 139.59.22.210:27015;password mapcore ashton93, Sprony, Squad and 2 others 5 Link to comment Share on other sites More sharing options...
Xanthi Posted September 25, 2016 Report Share Posted September 25, 2016 I received several messages about how to test game modes locally. If you type in console "mp_minteamplayers 0" The round will start and you can test your objectives. However, if you also want to test the radio objectives in Frontline and Offensive you need to add a few bots. First, create a navmesh, you can just auto-generate the nav. Be aware without a nav, bots won't spawn. Once you have added the nav to your map, you can type in console "ins_bot_quota 4" to spawn 4 bots on each faction at the beginning of the round. If you have any further questions feel free to post them here and keep up the great work! Bastion, Zwiffle, El_Exodus and 2 others 5 Link to comment Share on other sites More sharing options...
Lizard Posted September 25, 2016 Report Share Posted September 25, 2016 40 minutes ago, zastels said: I'm noticing in DOI because I use heavy fog, I have some fire particles display through the fog clearly, was wondering if anyone knew of a solution to blur or fade out particles? Also I was able to resolve the ambient_generic issue where no sounds could be heard. The max volume of 10 is not very loud at all, and you can stack the ambient_generic to increase the volume. Also the max audible distance is not very easy to use for it uses a linear equation you cannot see, and you need to go far beyond the range you would normally go in order to achieve results. Make sure "start silence" flag is not ticked. Also sometimes you need to trigger ambient_generic to make it work. Zwiffle 1 Link to comment Share on other sites More sharing options...
tracerbullet Posted September 27, 2016 Report Share Posted September 27, 2016 Hey folks, So I'm working on a generally open, flat-ish map (given the location, it's done that way on purpose). I've added some environmental fog, similar to Dog Red, but the bots seem to have a view distance beyond what the player can reasonably see through the fog. Is there something I can add to the map to control this behavior a bit? I like the distance the fog is at now, as it gives a good view for the player, without revealing the entire map. Link to comment Share on other sites More sharing options...
Lizard Posted September 27, 2016 Report Share Posted September 27, 2016 I'm 80% sure there is a console command to cut view distance for bots in csgo. Maybe there is one for DoI too. Link to comment Share on other sites More sharing options...
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