Page 1 of 1
Are there any community coop maps ??
Posted: 2016-06-11 11:43
by reddog0000
As per title - just hoping ...
woof
Re: Are there any community coop maps ??
Posted: 2016-06-11 14:49
by Rabbit
Yes, spyker and I are working on a map pack.
Re: Are there any community coop maps ??
Posted: 2016-06-12 15:10
by Fastjack
Rabbit wrote:Yes, spyker and I are working on a map pack.
and i'm working on another community mappack. Sbeneh is really nice map.
@Rabbit:
Question:
I know here in the forum is a thread about using the tmp.con file to change tweaks of a vehicle (i believe it was an tank) mapbased an you was involved in that thread.
Result was that it would change all of the same type but that isn't the problem. I cant find this thread here.
I want to add to the ammocache an ai_onlyspawnpoint (need one that doesn't get disabled) mapbased.
I know i can do that in the tmp.con but i dont remember exactly what has to be done.
Was it only pasting modified tweak into tmp.con ?
Thx in advance
Re: Are there any community coop maps ??
Posted: 2016-06-12 15:18
by Rabbit
Fastjack wrote:and i'm working on another community mappack. Sbeneh is really nice map.
@Rabbit:
Question:
I know here in the forum is a thread about using the tmp.con file to change tweaks of a vehicle (i believe it was an tank) mapbased an you was involved in that thread.
Result was that it would change all of the same type but that isn't the problem. I cant find this thread here.
I want to add to the ammocache an ai_onlyspawnpoint (need one that doesn't get disabled) mapbased.
I know i can do that in the tmp.con but i dont remember exactly what has to be done.
Was it only pasting modified tweak into tmp.con ?
Thx in advance
Disabled by time or by enemy close?
Re: Are there any community coop maps ??
Posted: 2016-06-12 15:45
by Fastjack
In insurgency, the ammocache spawnpoint get disabled after a while, idk its because of enemies close or a matter of time.
I want to add a normal spawn only for ai to the ammocache, so the bots can still spawning on them and not dependent on the original one, that get disabled.
Re: Are there any community coop maps ??
Posted: 2016-06-12 16:04
by Rabbit
For coop should be able to find ammocache in the gpo and set timetolive to 99999
Re: Are there any community coop maps ??
Posted: 2016-06-12 16:12
by Fastjack
Fuq, you missed my question.
Not the objectspawner of the ammocache
I mean: the ammocache, when its spawned, the opfor team is able to spawn on the ammocache till enemy is close or its known. Its controlled by python.
I want to modify a tweak via tmp.con
Re: Are there any community coop maps ??
Posted: 2016-06-12 16:28
by Rabbit
I never modified python with the tmp, just tweak files and what not.
Code: Select all
terrainCuller.setUseStitchedLods 0
terrainCuller.baseCellSize 512
run ../../Factions/faction_init.con 1 "chinsurgent"
run ../../Factions/faction_init.con 2 "ru"
windmanager.globalWindSpeed 8
windmanager.globalWinddirection 0/0/1
rem make mil_tnk_t62 never destroyable
ObjectTemplate.activeSafe PlayerControlObject mil_tnk_t62
ObjectTemplate.armor.timeToStayAsWreck 1200
ObjectTemplate.armor.canBeDestroyed 1
rem make ru_the_mi8 never destroyable
ObjectTemplate.activeSafe PlayerControlObject ru_the_mi8
ObjectTemplate.armor.timeToStayAsWreck 1200
ObjectTemplate.armor.canBeDestroyed 1
ObjectTemplate.activeSafe DestroyableObject afghan_caves_rubble
ObjectTemplate.armor.maxHitPoints 100
ObjectTemplate.armor.hitPoints 100
Re: Are there any community coop maps ??
Posted: 2016-06-12 18:07
by UTurista
This distance could be moved to a variable but is currently hard-coded, if you want to prevent the caches to be overrun you would need to change the following variable to zero, unfortunately this also means that outposts would not be overrun.
Code: Select all
# Number of soldiers needed to be close to an outpost to automatically disable the spawn point
# Default is 2
C['OUTPOST_CLOSE_DISABLE'] = 2
edit: also I think you can only change these parameters in locked servers.
Re: Are there any community coop maps ??
Posted: 2016-06-12 18:35
by Fastjack
I need only a permanent spawn for the ai attached to the ammocache.
Bots cannot defend an ammocache like human player could so the only way to defend it is to let bots spawn on the cache. It would be to easy for the human team to destroy the ammocache.
Simplest method for me would be modifying the ammocache (adding ai_spawn) but i will not touch any corefiles.
Now i am looking, how (method) i use to overwrite the original ammocache tweak
Mounting the new ammocache tweaks into a prepared coop insurgency map or change it via tmp.con file or begging the devs to implement an ammocache_sp that works with the insurgency python etc.
Re: Are there any community coop maps ??
Posted: 2016-06-12 20:12
by rPoXoTauJIo
You could probably create spawnpoint object in mapmod(custom content, tmp.con, etc choose way) only for ai.
Code: Select all
ObjectTemplate.create Spawnpoint fixed_spawn_spawnpoint(note that it's a name of already existing object in content/common, you probably would want rename it)
ObjectTemplate.isNotSaveable 1
ObjectTemplate.setScatterSpawnPositions 1
ObjectTemplate.setSpawnPositionOffset 0/0/0
ObjectTemplate.setOnlyForAI 1
Then attach it to cache objecttemplate(some additional .con, look how lockdistances made).
Code: Select all
ObjectTemplate.activeSafe PlayerControlObject ammocache
ObjectTemplate.addTemplate fixed_spawn_spawnpoint
How you should test it is:
1. create human spawn object, attach to non-cache non-spawnable object like hmmv or smth, test ingame.
2. if it will work, then you know what to do next with ammocache

Re: Are there any community coop maps ??
Posted: 2016-06-12 20:19
by Fastjack
rPoXoTauJIo wrote:You could probably create spawnpoint object in mapmod(custom content, tmp.con, etc choose way) only for ai.
Code: Select all
ObjectTemplate.create Spawnpoint fixed_spawn_spawnpoint(note that it's a name of already existing object in content/common, you probably would want rename it)
ObjectTemplate.isNotSaveable 1
ObjectTemplate.setScatterSpawnPositions 1
ObjectTemplate.setSpawnPositionOffset 0/0/0
ObjectTemplate.setOnlyForAI 1
Then attach it to cache objecttemplate(some additional .con, look how lockdistances made).
Code: Select all
ObjectTemplate.activeSafe PlayerControlObject ammocache
ObjectTemplate.addTemplate fixed_spawn_spawnpoint
How you should test it is:
1. create human spawn object, attach to non-cache non-spawnable object like hmmv or smth, test ingame.
2. if it will work, then you know what to do next with ammocache
Sounds like what i was looking for. ScatterSpawnPositions 1 could cause problems with ai - i let them spawn on top of it and good.
Thank You rPoXoTauJIo
Re: Are there any community coop maps ??
Posted: 2016-06-12 21:04
by rPoXoTauJIo
Well, that's just a theory out of my mind, lets hope it will work
