ubermensche wrote:Might be a dumb question but: do all weapons and vehicles in PR and BF2 need an additional "bot support" coding? 'cause Rhino told me that might be what's causing my stuff to crash (I tried to integrate Falklands stuff into SP maps, it all worked and suddenly crashed 5 minutes into the game. Running in windowed mode doesn't show any errors).
Mmmmm I think It's an "AI/AI behaviour" problem related to the vehicles, if you check the PR's vehicle .zip you will find that certain vehicles have a duplicate with a "_bf2" at the end of their names, this vehicles are the ones used in coop and the ones without the "_bf2" are used in conquest, the difference is that one vehicle has a correct "AI"(for example an AI for driving a tank while using the turret) and the other has an "AI" that the bot doesn't recognize as a proper "AI behaviour" (for example, an AI for driving a tank and a separate AI for the turret) so when the bot tries to use either the tank driver seat or the turret seat the game will CTD.
So you either have:
An AI problem: the bot is trying to use a vehicle in a way that CANNOT be used(the tank example above)(No bug report in windowed mode)
An AI behaviour problem: the bots can use the vehicles BUT when encountered with certain situations ingame they don't know how to respond and then the game crashes( example: a bot inside a tank doesn't know what to do when facing another vehicle or infantry soldiers.)(bug report in windowed mode)
If you don't have a proper AI behaviour your game will crash at very random moments, and if you don't have a proper AI your game will crash as soon a bot tries to enter in a vehicle(and I think this last one is your problem)
The solution is to find an AI that works in coop and use it to replace the AI that is making your game crash, the AIs have to be SIMILAR in the action that the bots performs when using it, I'll give you an example of what I did with certain PR vehicles while porting them into my personal mod:
Example 1: unlike the LAV25 from bf2, PR's LAV25 has a coaxial MG instead of the tow launcher, so I used the AI from the bf2 tank's coaxial MG and replaced the PR's coaxial AI, since both coaxial MGs(the tank and PR's LAV25) require the same action to be fired(right mouse button) and such action is possible for the bots, then they are able to use the 25mm turret/coaxial MG without problems, as both actions(firing the 25mm and firing the coaxial MG) have a proper AI that is recognized in the AI behaviour, then the bots can use the LAV25 without problems.
Example 2: When I ported the STRYKER I had to use a proper AI for the driver seat, a proper AI for the passenger seats AND a proper AI for the 50cal CROWS, what I did with the CROWS was simple: which AI can I use that can perform the same action as the CROWS and has a functional AI behaviour recognized by the bots? The answer is the mounted 50cal MG's AI from bf2, as both firing the CROWS and the 50cal MG requires the exactly same action for the bot to use, then such AI works PERFECT with the CROWS.
Try testing one vehicle at a time so you can identify which ones are making your game CTD, and once you do so, compare their AIs with another vehicles that work in coop and modify them/replace them as you see fit.
Good luck!!
