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-   -   New Map with Bots (alliedassault.us/showthread.php?t=22886)

-=[XTC]=-Body Bagger 04-12-2003 03:07 PM

New Map with Bots
 
I have been quitley working on this for a while now. Its a dual objective map, each team has a bomb to set/defend. A big map, has 8 bots per side, but can be changed in the console. Command documents are included.
You will need a good pc to run this one, its a biggie!!

Its not a final version, there will be improvemants. Please read the info in the zip file.
[url=http://members.lycos.co.uk/mohaa/lakeside.htm:f0231]Get it here[/url:f0231]

And now for some screens
[img]http://members.lycos.co.uk/mohaa/lakeside/1.jpg[/img]

[img]http://members.lycos.co.uk/mohaa/lakeside/2.jpg[/img]

[img]http://members.lycos.co.uk/mohaa/lakeside/3.jpg[/img]

[img]http://members.lycos.co.uk/mohaa/lakeside/4.jpg[/img]

[img]http://members.lycos.co.uk/mohaa/lakeside/5.jpg[/img]

[img]http://members.lycos.co.uk/mohaa/lakeside/6.jpg[/img]

[img]http://members.lycos.co.uk/mohaa/lakeside/7.jpg[/img]

[DAS REICH] Blitz 04-12-2003 03:18 PM

SWEET!

Scalping Chief 04-12-2003 03:21 PM

very very nice

ToeNail 04-12-2003 03:35 PM

Can this be? Another map with bots!?Hold me... ed:

DeadBolt 04-12-2003 04:17 PM

BodyBagger owns.

Bazooka_Joe 04-12-2003 04:38 PM

Wow, look at that texture work, and enviromental lighting. Very impressive, well done!

[DAS REICH] Blitz 04-12-2003 04:40 PM

do wehave to download something to play the map or its just download and play?

-=[XTC]=-Body Bagger 04-12-2003 04:51 PM

look at the top of the post, there's a link to "get it here"
once more

[url=http://members.lycos.co.uk/mohaa/lakeside.htm:29177]Get it here[/url:29177]

[DAS REICH] Blitz 04-12-2003 04:52 PM

[quote="-=[XTC]=-Body Bagger":0be7e]look at the top of the post, there's a link to "get it here"
once more

[url=http://members.lycos.co.uk/mohaa/lakeside.htm:0be7e]Get it here[/url:0be7e][/quote:0be7e]haha good one NOT!i meant we have to download a diff. file before we download this jeez man dont act so dickish

-=[XTC]=-Body Bagger 04-12-2003 04:55 PM

OOOOhhh a bit sensitive..... eek:
Na, all the file you need are in the zip folder you download and install instructions

JamesTheWiz 04-12-2003 05:10 PM

Ummmm why is it for spearhead

Fireal 04-12-2003 05:22 PM

Very Cool that looks like a blast im gunna go try it out now

[DAS REICH] Blitz 04-12-2003 08:00 PM

[quote="-=[XTC]=-Body Bagger":2936b]OOOOhhh a bit sensitive..... eek:
Na, all the file you need are in the zip folder you download and install instructions[/quote:2936b]does it work in multiplaya?like if a friend sets up a server?

DaMan 04-12-2003 10:04 PM

looks sweet ed: freak:

Howie 04-12-2003 11:17 PM

WAIT!!!... this is only for spearhead?

DaMan 04-12-2003 11:20 PM

so what,,if you don't own spearhead,buy the damn expansion,i like it more than mohaa original...updated textures.more weapons,,sweet happy:

Wilko 04-13-2003 12:51 AM

I downloaded it on my friends computer, but when it loaded all the bots, and i tried to join, the game would cease to exist (ie: not crashing MOHAA, but just ending). He has a 1.6ghz processor, with a GF3 Ti400, i think, so it should be a performance issue. Any ideas, and what can we do to fix it, because it looks like a really sweet map!

04-13-2003 12:55 AM

[img]http://www.dodstudios.net/uploads/uploads/helpme.jpg[/img]

Wilko 04-13-2003 12:58 AM

Quote:

Originally Posted by newt
[img]http://www.dodstudios.net/uploads/uploads/helpme.jpg[/img]

That's our old friend Private Jury, from Arzew, if i remember correctly...

|*Z3uS*| 04-13-2003 02:24 AM

[img]http://www.z3us.2002.web1000.com/wtf.jpg[/img] To bad it dont work!!!!!!!!!!!!!!!!!! WTF?????????????????

-=[XTC]=-Body Bagger 04-13-2003 04:21 AM

Ok to answer a few question.....

Its not for spearhead, its for moh:aa only. I have not tried it with spearhead, so i don't know if it will work.

It is multiplayer, simply play as normal, people join as they would any other multiplayer. The bots can be controlled via the console. You can remove/add them. change their skill level, change their tags.

As to it not working on some pc's, just remove any other mods that you have and it should work. Then replace the mods one at a time untill you find the one which conflicts

Wilko 04-13-2003 04:38 AM

Ah, right. We tried it in SH. Body Bagger, if you do find a way to run it in SH, could you write back and tell us, because i'd really rather like to use it biggrin:

sam-man 04-13-2003 06:41 AM

Would it be possible to create bot waypoints for TDM maps?
and perhaps for the original maps?

jv_map 04-13-2003 07:17 AM

Great
 
Woohoo this map is excellent!

Especially very nice windmill (I like that ;) ) and most other buildings look good too.

Ofcourse I love any map that has bots and this one is superb! Very good sniper spots. Nice Manon and medic skins (violent medics zooka:) also.

I found the objective much easier for Axis, so I think it's more fun with less Axis bots, but alas, you can change that from the console :).

Also noticed a couple of bugs that are probably bugs in the bots scripts :oops:. The Axis descending the ladder act a bit weird and seem to loose their gun every now and then. Also the round end for a draw doesn't seem to work correctly oOo:

I'll see if I can fix these things together with some other minor issues. Expect a new bot version pretty soon ;).

I'll also try to stop the game from ending the round when all human players are dead. If that could be fixed, bot respawning could be disabled without the game acting weird freak:.

Anyway great map except for fps and the dogs (I hate dogs).

Keep up the good work.

-=[XTC]=-Body Bagger 04-13-2003 07:19 AM

it si possible to have them in tdm, however they will still need bombs to go for. Without bombs they would just hang around.
I don't think it would be possible for the origanls to have bots placed in them and for the to work correctly.
I may look into oneday

-=[XTC]=-Body Bagger 04-13-2003 07:30 AM

Thanks Jv,
I know the fps are a bit S***, but gonna work on that a bit.
The dogs are only scripted, so i will probably remove them in the final version.
The axis objective, maybe be easier to get to. Via the tunnel, but one sniper in the house opposite can controll that tunnel entrance quite well.
I hope to see that newer bot script, its very good now, but like you say there are a couple little bugs that need to be ironed out.

Hobbes 04-13-2003 10:33 AM

Just palyed a few rounds on it,. I must say very good work Bodybagger.

Love the map period.

There some minor map texture errors around the allied spawn where u can see lines. I think you might want to change the tunnel colour it just doesnt look right to me.

I Played around 15 rounds and not once did the allied bots manage to set a bomb. They arnt able to make it though that warehouse on the dock and they wont go through the tunnel. The Axis Bots almost every round set the bomb but they go though the tunnel.

DOGS died twiced and was WTFing before I realised that there were dogs in the map biggrin:

Would like to see an access point to the windmill would be the bset sniper spot on the map.

Great work Bodybagger cool:

Hobbes 04-13-2003 05:42 PM

Couldnt figure out how those fricken dogs were sneaking up on me without my heariing them. Turns out that I wasnt hearing them.

When I opened consle I got this error message.

ERROR PLAYSOUND: DOG_FS NEEDS AN ALIAS IN UBERSOUND.SCR OR UBERDIALOG.SCR

Got it for dog collar, and dog pant to.

Any Ideas?

Hobbes 04-15-2003 11:34 AM

Quote:

Originally Posted by Hobbes
Couldnt figure out how those fricken dogs were sneaking up on me without my heariing them. Turns out that I wasnt hearing them.

When I opened consle I got this error message.

ERROR PLAYSOUND: DOG_FS NEEDS AN ALIAS IN UBERSOUND.SCR OR UBERDIALOG.SCR

Got it for dog collar, and dog pant to.

Any Ideas?

BUMP - anyone

-=[XTC]=-Body Bagger 04-30-2003 08:53 AM

The final version is almost finished, have changed a few things.
1.The dogs are gone:bigrin:
2. seemed have increased the fps a bit, and found that installing the new directx 9, really has improved my fps all round. I have been testing the map with 24 bots and my fps were never below 30!! where as before with 24 bots it was always around 10
3.less plane runs and it does a bomb drop.
4.changed some textures
5. proper obj descrption

other things that im planning on doing to finish up is:
1.changing the radio bomb position or making another route to it.
2.possibly 2 objectives per side.
3.having german plane bombing bridge, 1 obj for allied is to stop it.
4.same for axis, but bombing infront of warehhouse.
5.and anything else that might come to mind in the next few days.
Stay tunned

Hobbes 04-30-2003 04:09 PM

cool: look forward to it

CheshireCat` 05-07-2003 02:07 PM

Definitely let me know when you get the new version up. Some more routes would really help with the tendency to bog down bots ina queue at the bridge which Allies never get through. Also a path that would make some allied bots use the tunnel.

I applaud very much getting rid of the dogs. While I don't dislike dogs, these were way too powerful. One bite and you're dead. And with the bottlenecks already in place for allies dogs just ended any last hope of making it through the warehouse.

A couple of things that would be cool, if the scriptability supports them. Some of them may be things for jv_bot rather than the map itself:

1) If bots had some tendency to respond to the orders of players near them. This is one cool feature of UT bots, you can point your crosshairs at them and order them what to do. :) If I could pick up a few bots and lead them through the tunnel, that could crack the Axis position wide open. It would also avoid the tendency of an overly large part of the allied force to station themselves on both sides of the allied bridge. Since the Axis rarely come through more than one at a time, you get a set of useless people sometimes. I have found that if you shoot them in the head they'll sometimes go on into the fight when they respawn. mwah:

2) I've noticed there's an animation where a bot will let go of his rifle, and point out a threat with one hand. Other bots don't always seem to take the hint and direct attention there, though, unless bullets pass near them :)

3) Swimming! Once I fall in the water, there doesn't appear to be a way to get above the surface for air, or to get out onto shore. If there's a way to either implement swimming or slope the ground along the edges of the water so that when close to the shore you could stand up and breathe, that'd provide a whole new option for getting past the warehouse blockage.

Regarding playing with humans on the map, one oddity I found doing this at home was that I would periodically become invisible to the other player, though I could see him. My gun also disappeared once or twice, though I couldn't point to any specific cause, so it may not be easily reproduced.

I ran this map with about 50 bots in the demo version. FPS was a little slow, but hopefully with the new version this'll be faster. And it was playable even then. The only place it got slow was when I had some big firefights on the road leading to the warehouse. Incredibly cool to have two full squads in a firefight on a straight road with modest cover :)

If you opened one room on the side of the hotel upper floor that faces the Germans, so that it would have a sniper position covering the German side of the warehouse better, it'd be a nice addition. And perhaps one good sniper spot looking straight up the road to the pier on the Allied side.

Great map, and I'd love to be notified when the full version comes out. I put this one and the OpCenter bot map on rotation and while away several hours :)

angel:


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