El_Exodus Posted September 28, 2016 Report Posted September 28, 2016 Are doors and ladders a thing in DoI? Haven't seen a single one in the official maps yet.
tracerbullet Posted September 28, 2016 Report Posted September 28, 2016 I was hoping to be able to control it on a map level, as opposed to having a server administrator control the bot distance on a per-map basis. I do have a slight workaround in adding the Block LOS helper to the forested areas to help cut down the bot view distance.
Jeremy Posted September 28, 2016 Report Posted September 28, 2016 Hey there, Currently the bot visibility already takes fog into account, but clearly it's not perfect. What we are going to implement, and include in the next patch, is an ability to override the max view distance of the bots on a per map basis. This way you can basically declare that bots should never be able to see past X units no matter what. Thanks for bringing this up. Cheers Fnugz, Zwiffle, Vilham and 2 others 5
Squad Posted September 28, 2016 Report Posted September 28, 2016 37 minutes ago, El_Exodus said: Are doors and ladders a thing in DoI? Haven't seen a single one in the official maps yet. I think I read somewhere ladders are not supported in DoI.
Bastion Posted September 28, 2016 Report Posted September 28, 2016 No ladders at all sadly, tried having one early on in my map and had to replace it with a staircase. Also not seen any normal doors, only thing is a garage door on Dog red that opens by script.
Jeremy Posted September 28, 2016 Report Posted September 28, 2016 Here is what the map script syntax will look like once we put the new update out: Quote "ai" { "max_vision_range" "200" } tracerbullet and ashton93 2
Bastion Posted September 28, 2016 Report Posted September 28, 2016 Massive frustration as the text file provided to script the offensive gamemode actually scripts the functionality for liberation instead. No idea why.
Xanthi Posted September 29, 2016 Report Posted September 29, 2016 (edited) You might be getting this error because your ins_spawnpoints aren't controlled by the Spawn Zone. You can enable this for each spawn point in their properties, see image: In Liberation mode, only A and C are in possession by each team. However, with 5 capture points I'm not sure if this mechanic functions as intended. I suggest to either make it 3 capture points or change your mode to Frontline, which supports 5 capture points: 2 destroyable points and 3 capture points. Also, it's better to stick to the game mechanics to make sure each mode functions properly. Finally, "disablespawns" "1" means that the spawns are disabled and controlled by the game mode. Which means when you load the map with Liberation, only the Liberation spawns become active. For all other modes the spawns will be disabled. Edited September 29, 2016 by Xanthi NickMBR 1
NickMBR Posted September 29, 2016 Report Posted September 29, 2016 (edited) After messing around with theaters I think I broke something, now the bots can't attack the opposing team, even without a theater override.. It's all default (americans vs axis) and they don't attack each other. am I doing somehting wrong ? The map config file: Quote "offensive" { "TeamOne" "axis" "TeamTwo" "americans" "AttackingTeam" "TEAM_ONE" } I just tested with the official maps, same problem, did I or it broke after the update? Edited September 29, 2016 by NickMBR
Xanthi Posted September 30, 2016 Report Posted September 30, 2016 I just investigated your issue and you're correct something broke after the update and bots don't fire anymore on any PVP mode. As a workaround, you can load any map with any coop mode and wait till the bots are spawned. As soon the bots are spawned, switch back to your own map and the bots should function correctly again. We will fix this issue as soon as we can. I will keep you guys posted. Vaya 1
El Moroes Posted September 30, 2016 Report Posted September 30, 2016 (edited) You can find a lot of documentation on websites like Tumblr / Pinterest / Facebook. Some examples : • https://www.facebook.com/WW2-Colourised-Photos-393166910813107/photos • https://www.facebook.com/WorldWarColorisation/photos • http://french-cut.tumblr.com/archive • http://ultimate-world-war-ii.tumblr.com/archive • https://fr.pinterest.com/prefieronosaber/ww2-colored-photos/?etslf=3278&eq=ww2 colore • https://fr.pinterest.com/oldlag/ww2-normandy-1944/?etslf=7331&eq=ww2 normandy • https://fr.pinterest.com/wimwuyts/ww2-normandy/?etslf=6693&eq=ww2 norman • https://fr.pinterest.com/elitechateau/ww2-normandy/?etslf=25393&eq=ww2 norm • etc... Often the pictures are about soldiers / men but it's good for the context / colors / atmosphere. Edited September 30, 2016 by El Moroes El_Exodus, Squad, paranoidMonkey and 6 others 9
Xanthi Posted September 30, 2016 Report Posted September 30, 2016 The bots not firing in PVP modes has been fixed in our latest hotfix Zwiffle, Bastion, Sprony and 4 others 7
Xanthi Posted October 1, 2016 Report Posted October 1, 2016 Currently -StaticPropSampleScale is not supported in DOI. Make sure to set the logic_auto outputs to "OnMapSpawn" and it should function as intended when you spawn in-game.
poLemin Posted October 1, 2016 Report Posted October 1, 2016 Is anyone else experiencing some prop_statics and brushes with certain textures on it turning into wireframes since the update? It even occurs in official maps on regular servers. What can I do about that?
Bastion Posted October 1, 2016 Report Posted October 1, 2016 4 minutes ago, poLemin said: Is anyone else experiencing some prop_statics and brushes with certain textures on it turning into wireframes since the update? It even occurs in official maps on regular servers. What can I do about that? Was getting that a lot, it's just one file that breaks on updates, validating the game cache fixes it. poLemin 1
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