Insurgency & Coop

Suggestions and feedback pertaining to Project Reality Single Player.
yahoyipp
Posts: 3
Joined: 2010-03-01 02:14

Insurgency & Coop

Post by yahoyipp »

Sorry if this is in the wrong forum, I just started PR last week and really lovin it. For now I am sticking mostly to Coop to get a feel for the game, but I was wondering;

Can you play Insurgency maps with bots? If so how?

I want to learn how to effectively play this game type without disturbing online play.

Thanks in advance
ballard_44
Retired PR Developer
Posts: 1204
Joined: 2007-05-30 22:47

Re: Insurgency & Coop

Post by ballard_44 »

yahoyipp wrote: Can you play Insurgency maps with bots?
Sorry, but no.
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Winstonkalkaros
Posts: 190
Joined: 2010-03-25 17:29

Re: Insurgency & Coop

Post by Winstonkalkaros »

COOP Insurgency is an excellent idea! That could be just the way to practice on insurgency.
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: Insurgency & Coop

Post by Maxfragg »

bots are hardcoded for conquest, and they can't be trained to another gamemode
MattMan569
Posts: 14
Joined: 2010-05-24 03:34

Re: Insurgency & Coop

Post by MattMan569 »

So there is no way humanly possible to get bots to do other than conquest?
agent47
Posts: 2
Joined: 2011-05-20 09:58

Re: Insurgency & Coop

Post by agent47 »

I'm 99% sure you can't make the bots play insurgency,and even if they would manage to do it it would probably be buggy as hell.
The best tank terrain is that without anti-tank weapons.
USMC scout sniper
Posts: 487
Joined: 2010-01-03 04:21

Re: Insurgency & Coop

Post by USMC scout sniper »

You could have conquest mode and the insurgents have weapons caches in the spawn area.
HELL HAVE NO FURY LIKE ME WITH A M249 SAW PIP!
mazur mikola
Posts: 128
Joined: 2007-11-20 11:58

Re: Insurgency & Coop

Post by mazur mikola »

awesom idea
USMC scout sniper
Posts: 487
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Re: Insurgency & Coop

Post by USMC scout sniper »

Just make it so the player has to do it.
HELL HAVE NO FURY LIKE ME WITH A M249 SAW PIP!
Fastjack
PR:BF2 Contributor
Posts: 525
Joined: 2011-09-04 19:47

Re: Insurgency & Coop

Post by Fastjack »

I have a suggestion for an Insurgency coopmode/variant but i'm not sure, if the randomcode working in coop
(i mean the random spawns positions fo the ammocaches).

Excample:

Any Insurgency coopmap layer with only 2 controlpoints.
One for Playerteam and one for botteam and both are uncapable.
The botteam have only objectspawners and NO soldierspawners.
The bots spawning only through the weaponcaches.

Now, creating the random objectspawners for the ammocaches and adding to each possible spawner an small StrategicArea (No controlpoint SA).
I'm not sure in moment, but i believe those areas must be CONTROLLED by the humanteam.
So the bots go for them (because enemy temp.)
Each of this non-controlpoint SA have a neighbour to each other non-controlpoint SA, so the bots can travel between the SA's. Maybe some ObjectTypeFlags must be added to it, idk.

The temperatures, of those non-controlpoint SA's, have the same value but is higher than the controlpoint (flag) SA from the humanteam.

Sofar i understanding bf2 bot(ai):

Bots going for the highest temperature value of an area that controlled by the enemy. (requiring, neighbours)
Those temperatures are temporally increased, if humanplayer(s) (SA owners) inside of those areas.

If a humanplayer, enters an area (doesn't matter, if the area have spawned a ammocaches or not) the bots go for this SA because the temperature is increased.
Now, bot kill the players and the temperaure is back to normal.
Later, another player going into another area (with cache), the bot want to get for them because the former SA temperature is decreased and the other temp. area value is increased.

Its all based on
Strategic Areas, map strategies and temperatures values.

In coop, the ticketratio's on onlineserver are really high.
Let the humanteam have 500 tickets and the bots something like 3500 tickets.
Each time, a human destroys a cache, the bots losing 500 tickets.
So its better to go for caches than for bots.

Is that an option for an insurgency coopmode?
ballard_44
Retired PR Developer
Posts: 1204
Joined: 2007-05-30 22:47

Re: Insurgency & Coop

Post by ballard_44 »

Maybe and you have some good ideas...You can have StrategicAreas that have no relation to control points.
These would then be placed around the ammo caches.

Small problem is there is no cap time for these type of SAs, meaning when an enemy human or bot walks into the area, 'control' is immediately turned.
Bigger problem would be destroying the caches wouldn't stop bots from continuing to battle over those SAs.

I like what you are thinking, try it out on a small map and see what happens.
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Fastjack
PR:BF2 Contributor
Posts: 525
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Re: Insurgency & Coop

Post by Fastjack »

Thx for feedback,
Small problem is there is no cap time for these type of SAs
Thx again, didn't know that before but maybe there is a way to bypassing this problem.
I'm not sure but this TypeFlags saying the bots ai, that this is a Controlpoint.

Code: Select all

aiStrategicArea.addObjectTypeFlag ControlPoint
You can add additional aiStrategicArea.addObjectTypeFlag xxxxxx to an SA like...

Code: Select all

aiStrategicArea.addObjectTypeFlag Enemy
Enemy means that the enemy controls the strategic area
Original Author: Tobias Karlsson
This document will try to give a brief introduction to how to write strategies for the AI in Battlefield1942.
try it out on a small map and see what happens
But for this dear ballard_44, i need a special map strategie to handle the Ammocache SA's that the bots going for them.

I know the PRDevteam is aware about Void's ESAI but it is the best excample, how strategies can be used for an insurgency coopmode for Project Reality.

Void created for me after request (long time ago and i'm really thankfully to him) an special version for ESAI (ESAI Embedded). That ESAI, can be build into a map and not into the corefiles of pr (or any mod of BF2). But it have only the standard conquest strategies and not the mentioned strategies to handle the ammocache SA's.

I'll ask him, if he can help me with this "Insurgency Coopmode" map strategy.
I have a good feeling, that the insurgency coopmode theory works.

I'll give it a try.

best regards

Fastjack
Last edited by Fastjack on 2011-10-16 15:33, edited 1 time in total.
SamBrev
Posts: 32
Joined: 2012-04-02 11:38

Re: Insurgency & Coop

Post by SamBrev »

agent47 wrote:I'm 99% sure you can't make the bots play insurgency,and even if they would manage to do it it would probably be buggy as hell.
Not really. You could get the bots to go round and kill TDM style, get Intelligence Points, search locations when they get revealed, not too hard to do.

On the Insurgent's side, they can defend the caches like they defend control points anyway.

Or you could have a different game mode (idea for future PRs), a sort of Double Insurgency, the same but where OpFor don't know where the caches are either. This means that OpFor doesn't necessarily have to be an Insurgent force like the Taliban as well. Both sides collect IPs, neither side has re-enforcement tickets and there would have to be an odd number (3 is fine, 5 maybe) of caches - the winner being the side finding the majority of them.

Anyway, I'm sure there is a way, and I would absolutely love there to be an Insurgency mode for singleplayer.
Finally a game with GB in it. Last time we were in a war game we were OpFor.
Fastjack
PR:BF2 Contributor
Posts: 525
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Re: Insurgency & Coop

Post by Fastjack »

Why the bots dont want to spawn thw ammocaches?
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rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Insurgency & Coop

Post by rPoXoTauJIo »

No combat areas for them there, not navmeshed?
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Time to give up and respawn.
Fastjack
PR:BF2 Contributor
Posts: 525
Joined: 2011-09-04 19:47

Re: Insurgency & Coop

Post by Fastjack »

There are enough SA's.
CP SA's and more non CP SA's. Also each SA have a special OTF (objectTypeFlags) and connected (neighbour) to other SA's.
All ammocaches placed on navmesh.
Every cache is placed inside of an SA's.
The bots spreading in the city everywhere (that's good) but they dont spawn at the caches.
I tried to let them spawn by a cache without having any other spawnpoint. Not working.
Seems to me, the spawning on a cache, is handled via python but idk.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Post by matty1053 »

Lol I could just see a whole INS TEAM of bots just bunched up in a room right on the cache.

I'd like unlimited caches on coop INS lol. That would be sick.

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Fastjack
PR:BF2 Contributor
Posts: 525
Joined: 2011-09-04 19:47

Re: Insurgency & Coop

Post by Fastjack »

Lol I could just see a whole INS TEAM of bots just bunched up in a room right on the cache.
I wish that few bots would spawn on the cache. I noticed That squad 1=True Spirit & squad 2=In3d bot spawn few times on the cache and only this 2 bots.

Nevermind, i found a better way for cache defense. Destroyable/repairable objects (like static IED's), placed around cache (radius 10-15m) and all of them already destroyed.
Giving the ammocache a small repair aura that will repair the destroyed IED's.
So only the static IED's getting repaired that in the radius of the cache.
Fastjack
PR:BF2 Contributor
Posts: 525
Joined: 2011-09-04 19:47

Re: Insurgency & Coop

Post by Fastjack »

I wish that few bots would spawn on the cache.
REMOVE SQUADLEADER SPAWNPOINT form init_sp.con and they will spawn on ammocaches.

Normal spawnpoints (atleast one) must be placed on the map, doesn't matter if they have attributes like ONLYFORAI and AIENTERONSPAWN and SPAWNCLOSETOVEHICLE.
celticalliance
Posts: 41
Joined: 2011-05-10 10:46

Re: Insurgency & Coop

Post by celticalliance »

Wow, this sounds really interesting.

It would be great if this could be added to PR :) In Arma there is already a game mode called Insurgency and we love that, so having it added in a coop setting to PR would be great :)
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