Chaning factions and vehicles on co-op map

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Ason
PR:BF2 Developer
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Joined: 2012-10-22 10:29

Chaning factions and vehicles on co-op map

Post by Ason »

Hey, I'm just wondering if it's possible to change factions and vehicles on a co-op map without messing up anything for the bots, for example if I change the US faction to Insurgents on Burning sands co-op and add techies and stuff instead of tanks, will the bots still work and behave in the same way or are they somehow connected to the current vehicles?
Rudd
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Re: Chaning factions and vehicles on co-op map

Post by Rudd »

I've never been 100% on this, but from experience I've found that the bots don't like any new separate objects and will crash the map in protest,

but you can 'change' pretty much everything, a tank can become a techie and the bots will be ok with that, the teams can change etc, but adding another new tank/techie could be bad.

Some stuff doesn't always work, like you can' add a helo to a map that doesn't have an air navmesh because it won't understand where to go afaik.

I used to do this to vbf2 maps (I always intended to distribute, but never go around to it and have since lost the files)
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Ason
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Re: Chaning factions and vehicles on co-op map

Post by Ason »

Alright thanks rudd :)
Is this the tutorial one should follow If doing what I described?
https://www.realitymod.com/forum/f189-m ... audit.html

Or can I simply make a copy of burning sands and and then change the init.con and GPO for co-op?
Spyker2041
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Re: Chaning factions and vehicles on co-op map

Post by Spyker2041 »

Your best bet is to make a copy of the map and then rename it by following this tut:
Rename maps without editor - Battlefield SinglePlayer Forum

Then you can change flag layout or just simply vehicle/spawn layout by following this tut and applying it to PR (Start at 5:25 as you already map)


This way you don't mess up your MP version.

Also Rudd, there is no issue with adding vehicles at all, so long as the vehicle is placed on the vehicle mesh. Bots will tend to ignore the vehicle though unless you put an "only for ai", "spawn into vehicle" spawnpoint right next to the vehicles. Not sure how air mesh works and the results of putting helis for ai use on maps that didnt have air vehicles when meshed :/
Last edited by Spyker2041 on 2013-10-03 17:30, edited 2 times in total.
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Rudd
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Re: Chaning factions and vehicles on co-op map

Post by Rudd »

Or can I simply make a copy of burning sands and and then change the init.con and GPO for co-op?
yeah just do that :)
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Ason
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Re: Chaning factions and vehicles on co-op map

Post by Ason »

Alright, I'll make a backup of burning sands, if I accidentally change something I'm not supposed to change I can just paste the original folder back right ? I'm thinking about what spyker said about messing up MP version, is that likely to happen, even if I have the original folder as backup?
Bots will tend to ignore the vehicle though unless you put an "only for ai", "spawn into vehicle" spawnpoint right next to the vehicles
Alright but this will not be an issue if I just keep all spawner positions as they are and only edit the type of vehicle to spawn right?
Spyker2041
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Re: Chaning factions and vehicles on co-op map

Post by Spyker2041 »

Mrslobodan wrote:Alright, I'll make a backup of burning sands, if I accidentally change something I'm not supposed to change I can just paste the original folder back right ? I'm thinking about what spyker said about messing up MP version, is that likely to happen, even if I have the original folder as backup?
If you keep a backup it wont mess up your MP version but renaming the map and editing that saves constantly switching the two versions each time you want to play on that map.

Mrslobodan wrote:Alright but this will not be an issue if I just keep all spawner positions as they are and only edit the type of vehicle to spawn right?
Correct
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Ason
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Re: Chaning factions and vehicles on co-op map

Post by Ason »

I got it working, thanks for the help guys :)
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