PR Coop Insurgency Gamemode Kokan

Suggestions and feedback pertaining to Project Reality Single Player.
Rotblut
Posts: 63
Joined: 2015-04-09 14:12

Re: PR Coop Insurgency Gamemode Kokan

Post by Rotblut »

For many Years I had not the ability to play Online. My only fun were my well trained Bots. :mrgreen:
I really appreciate the Work you do Fastjack. Keep it coming and make COOP more challenging. :shrk:
Valmont
Posts: 159
Joined: 2014-10-21 13:43

Re: PR Coop Insurgency Gamemode Kokan

Post by Valmont »

Fastjack,

I wanted to ask a few simple questions regarding how some things work on the PR engine so I can check if what I have in mind to fix a very long COOP issue is posible/viable.

GOAL: Make bots seeing and shooting trough foliage not viable for them.

Questions:

1) How does penetration on some materials like wooden walls work in PR?
2) Is it posible to add a penetration value to things like bushes, tree leaves, high grass etc?
3) Is it posible to give the bots custom weapons with no penetration at all?

My idea is to have bushes and other foliage with very low penetration values so that all human weapons including explosives pass trough them but give bots weapons a penetration value of 0 so that their bullets cannot even penetrate the bushes and other foliage and therefore make forest maps viable for COOP gameplay.

Bots will still try to shoot though bushes but their bullets will stop there.

PS: Another benefit of giving bots custom weapons is to reduce their suppression effect so COOP becomes more fun instead of just seeing a black screen the whole time.
Jabil_One
Posts: 135
Joined: 2017-03-11 18:01

Re: PR Coop Insurgency Gamemode Kokan

Post by Jabil_One »

Hi, its me, Fastjack.

TBH., i never tinkered in a bigstyle with materials and also never used it in the BF2 editor.
Sofar i know, you need an collisionmesh for projectils to get bullets stopped or to get their powerniveau decreased. Materials with the right setup are also mandatory but maybe the Devs know a bit more about this.
This mesh has an material with some attributes like :

Material.active 16
Material.name "Bushes_leaves"
Material.type 0
Material.friction 0
Material.elasticity 0
Material.resistance 0.01
Material.damageLoss 0
Material.penetrationDeviation 0
Material.overrideNeverPenetrate 1
Material.isSeeThrough 1 wtf is or means this? Sounds nearly for an solution but i believe it stand for something complete different, engine-wise.

AI-wise, i ask me what ITVegetation means? Someone ever saw an tree or bush with object.ai in a bf1942 mod?

Once i posted a Solution to nerf the x-ray botvision. Ignore red text in QUOTE
Fastjack wrote:The most problems with bots firing through vegetation on some maps (Lashkar excample) are the weapon.ai.

The weapons.ai telling the bots when they start to fire (distance) if they see a target, how close they walkup to the target in firingmode and what distance they stop walkup to the target and when shots getting more accurate.

If you play a map like Ramiel, the current weapon.ai isn"t a problem (as excample bots start firing at 200 meters). Its an open map with no woods (you can see from far distance the bots and the bots see you).

But ....

If you have the same weapon.ai on lashkar, bots also start to fire at a range at 200 meters but you aren"t able to shoot back because every 10 meters is a tree and bushes and you cannot see them.

Possible solution:

Create mapbased weapon.ai for coop based on shooting range.
Clone a weapon 3times and give Weapon.ai for 100meter, 150meter, 200meter (or other values, depends on ...)
Also, create kits with weapon.ai ranges for 100meter, 150 meters, 200 meters and add them to the layer. But is many work.


Or .... and better trick.

Every coop faction kit get his own weapons: AK47sp, M4A1sp etc. and all weapons having their own ai.template.
Dont integrate the new weapons.ai into the mod, put every used weapon.ai into the map, so you can adjust the values based on the map.

So you can have a M4A1sp_ai with firing range 300 meters on Ramiel and a M4A1sp_ai with a range of 80 meters on lashkar.
User avatar
Michael Z Freeman
Posts: 240
Joined: 2009-03-27 18:45

Re: PR Coop Insurgency Gamemode Kokan

Post by Michael Z Freeman »

Looks great. Will there be a release of this eventually ? No hurry, just something to look forward to :)
Image
Jabil_One
Posts: 135
Joined: 2017-03-11 18:01

Re: PR Coop Insurgency Gamemode Kokan

Post by Jabil_One »

Be my guest,

Veterans-Gaming Coop Insurgency Testserver
5.9.23.136:16577
password: fastjack

Lashkar Insurgency https://www.dropbox.com/s/2om63kr5r8tlf ... y.zip?dl=0
Gaza Insurgency https://www.dropbox.com/s/ieltjzbavbpdr ... y.zip?dl=0

The next weekend, 6th/7th/8th octobre i want to make more tests with more people and other insurgency maps.
Valmont
Posts: 159
Joined: 2014-10-21 13:43

Re: PR Coop Insurgency Gamemode Kokan

Post by Valmont »

Jabil_One wrote:Be my guest,

Veterans-Gaming Coop Insurgency Testserver
5.9.23.136:16577
password: fastjack

Lashkar Insurgency https://www.dropbox.com/s/2om63kr5r8tlf ... y.zip?dl=0
Gaza Insurgency https://www.dropbox.com/s/ieltjzbavbpdr ... y.zip?dl=0

The next weekend, 6th/7th/8th octobre i want to make more tests with more people and other insurgency maps.
I will be there! Can't miss this!

BTW, is there any way to test those maps on local? Last time I tried my game crashed so I am guessing I am missing some COOP file or something...
Jabil_One
Posts: 135
Joined: 2017-03-11 18:01

Re: PR Coop Insurgency Gamemode Kokan

Post by Jabil_One »

I'm sure you forgot to mount the insurgency pythonscript into the gpm_coop.py

\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_edit\python\game\gamemodes

gpm_coop.py

Code: Select all

# co-op
#
# $Id: gpm_coop.py 25716 2016-10-29 07:57:00Z prbot $

import coop


def init( ):
    coop.init( )


def deinit( ):
    coop.deinit( )
Add this :

Code: Select all

import insurgency


def init( ):
    insurgency.init( )


def deinit( ):
    insurgency.deinit( )
The final looks like this:

Code: Select all

# co-op
#
# $Id: gpm_coop.py 25716 2016-10-29 07:57:00Z prbot $

import coop


def init( ):
    coop.init( )


def deinit( ):
    coop.deinit( )

import insurgency


def init( ):
    insurgency.init( )


def deinit( ):
    insurgency.deinit( )
Valmont
Posts: 159
Joined: 2014-10-21 13:43

Re: PR Coop Insurgency Gamemode Kokan

Post by Valmont »

Jabil_One wrote:I'm sure you forgot to mount the insurgency pythonscript into the gpm_coop.py

\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_edit\python\game\gamemodes

gpm_coop.py
Ok got it, will test it again right now.

Thanks!
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