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	<title>BF2 Single Player</title>
	<description>Export stream of BF2 SP forum.</description>
	<link>http://www.battlefieldsingleplayer.com/forum/index.php</link>
	<pubDate>Fri, 18 May 2012 19:05:24 -0500</pubDate>
	<ttl>120</ttl>
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		<title>New BF2 Strategic AI System</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=15109</link>
		<description><![CDATA[My attempt to replace the default BF2 strategies turned into the project this post describes. The original code and project designs were created with a pencil and a notebook in the deep woods of an Alabama hunting camp. You don't need a computer for everything.<br /><br />   In short, I have tried to improve the BF2 AI Commander, and due to all the positive feedback from the members of this forum, I believe I have succeeded. When I first created this I thought I would be the only person to ever use it; I was mistaken. A <b>huge</b> Thanks goes out to all the good people at BFSP who have donated their time and energy in testing my work and giving me the feedback I needed to make it better.<br /><br />   The name of this project is "Enhanced Strategic AI",or simply <b><i>ESAI</b></i> for short. If you are impatient, the download links are at the bottom of this post.<br /><br /><div align='center'><b><i>NOTICE</b></i></div><br /><br />ESAI is FREE SOFTWARE. It has no copyright or usage license. The only restriction on use of this code is that you may not redistribute it for a fee unless you need to cover the marginal cost of distribution media. The key word is "cost" of the media. You may not use that as an excuse to turn a profit. Individuals who break this rule will be subject to the following vague and non-incriminatory statement of my position:<br /><br /><div align='center'><i><b> Don't sell ESAI. You will not make much money, and the consequences of such behavior could possibly be unpleasant for you.</b></i></div><br /><br />   So what exactly is ESAI? It is an alternative approach to BF2 Strategic AI scripting that gives the AI commander more strategy options. ESAI is designed to enhance each team's cohesiveness and overall effectiveness.<br /><br />The ESAI package is not exclusive to any particular mod. It has been tested with dozens of them. Here are the answers to the most frequently asked questions about ESAI. Please, restrain yourself - I will no longer respond to queries regarding the information below:<br /><div align='center'><ul><li>Yes- it works with patch 1.5.</li><li>Yes -it runs smoothly on a dedicated server.</li><li>No- it will not make bots climb ladders.</li><li>No- it will not make bots better drivers.</li><li>No- it will not restore Arty requests to patch 1.5.</li></ul></div><br /><br /><div align='center'><b>INCOMPATBILE MODS</b></div><br /><br />none<br /><br /><div align='center'><b>STABILITY - CRASH ISSUES - SUPPORT</b></div><br /><br />   ESAI has now been tested extensively, and it is known to be stable. If you have any crashes related to ESAI, you have almost certainly made a mistake setting it up. Get help from someone who is already using ESAI, or contact me at the project email address. I am willing to help you; but please use something resembling English when making inquiries.<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->*<!--sizec--></span><!--/sizec--><br /><br /><div align='center'><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->* Don't be afraid if your English is not very good; it is a difficult language. I can usually understand even the worst attempts to use it.<!--sizec--></span><!--/sizec--></div><br /><br /><div align='center'><b><i>ESAI Features</b></i></div><br /><br />   ESAI includes 4 default strategy sets for use with different styles of maps. Strategy Sets are assigned to specific maps on a per game mode basis,using a specially crafted 'Strategies.ai' file. This file loads the ESAI core code,any required plugins,and the strategy set that is to be applied to the game mode. ESAI <b>does not</b> override the default strategies of any mod. If ESAI is not activated inside a map, then the default strategies are loaded as usual.<br /><br /><b><i>New (5/13/2011):</b></i><br /><br />   The ESAI core now contains over <b>30</b> working strategies. The default Strategy Sets assign 12 strategies to each team, and there are more complex strategy sets available in the <i><b>user</b></i> directory tree.<br /><br />  ESAI  uses a plugin system to allow coders to craft new strategies without reinventing the wheel. A user written plugin can create a strategy by making use of the conditions and prerequisites already defined by ESAI. Plugin authors can also create their own conditions,prerequisites,or strategies as needed.<br /><br />  There is also a separate branch of this project designed specifically for Forgotten Hope 2 v 2.3. The current version of ESAI:FH2 Edition is <b>2.5</b>. It features core tweaks made specifically for FH2, as well as custom written Strategy Sets for 7 different levels:<br /><br />Gazala 64<br />Lebisey 64*<br />Mareth Line 64<br />Operation Goodwood 64*<br />Siege of Tobruk 64*<br />Supercharge 64*<br />Villers Bocage 64<br /><br />*= maps that previously had problems with incorrect Commander orders in "push" game modes. They have been corrected.<br /><br />For more detailed information on ESAI:FH2 Edition, refer to the Forgotten Hope forum thread found <a href="http://fhpubforum.warumdarum.de/index.php?topic=12114.0" target="_blank">Here</a><br /><br /><br /><b>DOWNLOADS</b><br /><br />ESAI v4.2 Public - Now with new-and-improved documentation:<br /><a href="http://www.battlefieldsingleplayer.com/void/ESAI/ESAI-4.2-Public.zip" target="_blank"> Download ESAI 4.2 Public Release</a><br /><br /><br />Permanent link to Standard ESAI:<br /><a href="http://www.battlefieldsingleplayer.com/void/ESAI/ESAI-Current.zip" target="_blank"><b>Download ESAI </b></a><br /><br />ESAI:FH2 Edition Version 2.5:<br /><br /><a href="http://www.battlefieldsingleplayer.com/void/fh2/ESAI-FH2-Current.zip" target="_blank"><b>Download ESAI:FH2 Edition</b></a><br /><br />Questions and Feedback on this project are welcome and encouraged. <br /><br /><div align='center'><i><b>End Note:</b></i></div><br /><br /> There seem to be very few people left around still writing Battlefield Strategic AI scripts. If you know how to write strategy for Battlefield, or if you are committed to learning how, please consider applying to join the ESAI dev team. Do not apply unless you have already read in full  <i><b>A Primer on Writing Strategies for the AI of Battlefield 1942</b></i>  by Tobias Karlsson. You can find this resource <a href="http://www.battlefieldsingleplayer.com/files/documents/ea_ai/EA_AI_pdfs.zip" target="_blank"> Here </a><br /><br />Enjoy your game.]]></description>
		<pubDate>Tue, 08 Jun 2010 18:56:17 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=15109</guid>
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		<title>Black Spots in map</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16430</link>
		<description><![CDATA[Ever since I reinstalled BF2, I have had this issue. Black spots are all over the map and randomly flash around.<br /><br />I run 1920x1080 with all settings to HIGH, and 8x AA. Windows 7 x64.<br /><br />I tried deleting and regenerating my shader cache, with no sucess.<br /><br />Anyone else have this issue?]]></description>
		<pubDate>Sun, 16 Oct 2011 17:40:04 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16430</guid>
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		<title>BF2 Graphic/Shader problem</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16512</link>
		<description><![CDATA[So basiacly, I'm getting black dots and spots all over the map, it happened after I remember updating graphic drivers.<br />Many people seem to have it as well. I would want to get rid of those since it is very annoying and lags the game a bit.<br /><br />I have tried deleting shaders from Documents.<br />I have been trying it on shaders from xpack and bf2, stays the same.<br /><br />Here's the video - <a href="http://www.youtube.com/watch?v=VZLLBeMANKI" target="_blank">Link</a> Rewind to 0:20<br /><br />If anybody's got the same problem, or you are willing to help please reply, ask questions I will try to answer all of them.]]></description>
		<pubDate>Mon, 12 Dec 2011 10:11:22 -0600</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16512</guid>
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		<title>Metro 2013. New map for Spec Ops Warfare</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16791</link>
		<description><![CDATA[Metro 2013. New my WIP. <br /><br /><a href="http://imageshack.us/photo/my-images/853/bf2editor20120514155134.png/" target="_blank"><img src="http://img853.imageshack.us/img853/8529/bf2editor20120514155134.png" border="0" class="linked-image" /></a><br /><br /><a href="http://imageshack.us/photo/my-images/692/bf2editor20120514155223.png/" target="_blank"><img src="http://img692.imageshack.us/img692/2368/bf2editor20120514155223.png" border="0" class="linked-image" /></a><br /><br /><a href="http://imageshack.us/photo/my-images/338/bf2editor20120514155235.png/" target="_blank"><img src="http://img338.imageshack.us/img338/6431/bf2editor20120514155235.png" border="0" class="linked-image" /></a>]]></description>
		<pubDate>Mon, 14 May 2012 08:11:54 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16791</guid>
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		<title>BFMC remake - Backstab. Work in Progress</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16782</link>
		<description><![CDATA[BFMC remake - Backstab. Work in Progress<br />I added static objects and new lighting<br />Thanks for Bobthedino for making terrain and textures.<br /><br />Map still needs more static objects and city environment details. <br /><br /><a href="http://imageshack.us/photo/my-images/818/bf2editor20120506181724.png/" target="_blank"><img src="http://img818.imageshack.us/img818/4584/bf2editor20120506181724.png" border="0" class="linked-image" /></a><br /><br /><a href="http://imageshack.us/photo/my-images/811/bf2editor20120506181752.png/" target="_blank"><img src="http://img811.imageshack.us/img811/6418/bf2editor20120506181752.png" border="0" class="linked-image" /></a><br /><br /><a href="http://imageshack.us/photo/my-images/542/bf2editor20120506181814.png/" target="_blank"><img src="http://img542.imageshack.us/img542/8872/bf2editor20120506181814.png" border="0" class="linked-image" /></a><br /><br /><a href="http://imageshack.us/photo/my-images/818/bf2editor20120506181822.png/" target="_blank"><img src="http://img818.imageshack.us/img818/5500/bf2editor20120506181822.png" border="0" class="linked-image" /></a>]]></description>
		<pubDate>Tue, 08 May 2012 06:54:27 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16782</guid>
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		<title>Military Robots...</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16787</link>
		<description><![CDATA[<img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/cool.gif" style="vertical-align:middle" emoid="B)" border="0" alt="cool.gif" />  BFSP Gamers,<br /><br />I was wondering if anyone (modellers/coders) ever considered doing any type of military robots? Such as Armed Robotic Vehicles, Unmanned Ground Vehicles, RQ1 Predator, and the like.<br /><img src="http://upload.wikimedia.org/wikipedia/commons/c/c6/Twuav_13_02.jpeg" border="0" class="linked-image" /><br /><img src="http://upload.wikimedia.org/wikipedia/commons/thumb/4/42/Dassault_nEUROn.jpg/800px-Dassault_nEUROn.jpg" border="0" class="linked-image" /><br /><img src="http://upload.wikimedia.org/wikipedia/commons/1/11/FCS-MULE-ARV-2007.jpg" border="0" class="linked-image" /><br />]]></description>
		<pubDate>Thu, 10 May 2012 01:13:19 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16787</guid>
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		<title>Idle Bots</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16785</link>
		<description><![CDATA[I've taken the Special Forces map Surge and made a sort of mission out of it. The player spawns as a Spetsnaz agent at the top of the building with the elevator and has to work his way down through the building to a certain point below. Reaching this point results in an automatic win. If the player is killed, the game is lost.<br /><br />I did this by creating three control points. One has the Rebel spawn points attached to it and is uncapturable. The other has the player's spawn point attached and is also uncapturable. The third is held by the Rebel team and is at the foot of the building. It can be captured in two seconds, and the Rebels lose 5000 tickets once it's captured. The Spetsnaz have one ticket, the Rebels 500 or so. The bot ratio is set to 100 so all the bots are Rebels.<br /><br />It would work fine except for one problem: as soon as the bots spawn, they start walking to who-knows-where, sometimes going out of the combat area and being killed. I would rather they stayed in their position, preferably only moving to chase the player if detected. I've tried everything I can think of, but the only way I can get them to stay where they spawn is by leaving the game paused overnight (I guess the AI strategy shuts off after a few hours). Does anyone know a more practical way of doing this?]]></description>
		<pubDate>Wed, 09 May 2012 16:03:26 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16785</guid>
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		<title>Bots driving tanks straight back and forth...</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16786</link>
		<description><![CDATA[Basically a bot hops in a tank and literally drives straight forward and straight backwards, <b>continually</b>.<br />The only time there's deviation is if the bot runs into something and the collision alters their course slightly. Then they continue to drive back and forth.<br /><br />If there is nothing in their way, they will NOT continue to drive into the sunset<br />They might go 15 meters forward, 12 meters backwards, 7 meters forward, 13 meters backward, etc<br />They perform this at breakneck speeds.<br />Meaning they go as fast as they can possibly go.<br /><br />It happens randomly.<br />So it can be the initial spawn or the 23rd time the tank has respawned and a bot hops in.<br /><b>But it always happens right after a bot begins to drive</b>. <br /><br />The don't all go haywire and they don't all go haywire at the same time. <br />And sometimes (though rare) they can go a whole 45 minute match and it doesn't happen.<br /><br />It happens on <b>multiple</b> maps and to <b>different</b> tanks, but some tanks do seem more problematic.<br />But I can't confirm it happens only to tanks x, y and z.<br /><br />I've only ever seen 1 wheeled vehicle do this and it is rare.<br /><br />Other strange thing is they aren't able to rotate/elevate the turret on the tank. They are always stuck straight forward.<br />But they can fire if an enemy crosses their sights.<br /><br />Only thing that stops this behavior is being destroyed.<br />I once let a tank go back and forth until the game ended and that had to be at least 30 minutes.<br /><br />Once destroyed the respawned tank isn't doomed to this behavior, but it is possible at any time it could creep back.<br /><br />I thought it might have been due to alterations of the <b>aibehaviours.ai</b> file.<br />But I reverted back to vBF2 values for all things tank related and it made no difference.<br /><br />I can't imagine it's a navmesh problem because beyond this, bots (infantry and vehicles) get around just fine.<br /><br />With them being only able to go straight forward and backwards and not being able to control their turrets, it's like they've lost all control, but the gas pedal and reverse.<br /><br />Any ideas?<br /><br /><br /><br />]]></description>
		<pubDate>Thu, 10 May 2012 01:05:06 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16786</guid>
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		<title>Dynamic Shadows - increase resolution</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16783</link>
		<description><![CDATA[Working on a Machinima and I am wondering if there is a way (hack?) to increase the rendering resolution of Dynamic Shadows?<br />Especially on faces, these are very pixlated.]]></description>
		<pubDate>Tue, 08 May 2012 07:41:47 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16783</guid>
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		<title>Map Eslamashar Navmesh?</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=8241</link>
		<description><![CDATA[Hey, I just found the map Eslamashar here <a href="http://www.bf-games.net/index.php?action=readnews&newsid=4032" target="_blank">http://www.bf-games.net/index.php?action=r...amp;newsid=4032</a>.  It is a very nice map with much details and I wondered if this has got a navmesh. Did anybody do it??  Unfortunately there are no servers, so you cant play this really good map.]]></description>
		<pubDate>Sat, 28 Jul 2007 07:41:38 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=8241</guid>
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		<title>zoom lod animation issue (it keeps dropping)</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16765</link>
		<description><![CDATA[I really need to be studying... anyways i have this lod 1 (its 2nd from lod 0) of a rifle that has the same exact mesh (in lod 1) as another rifle and uses the same animation, yet when it zooms to the lod 1 scope cross hairs, the mesh has some how dropped a bit on the y axis and is no longer centered. I reloaded the model in max and compared it to the other one, they are at the same position. I copied the zoom info from on tweak into the other, and it still moves. I'm sure its something simple I have over looked but I cant seem to find it.<br /><br />Any ideas?]]></description>
		<pubDate>Thu, 26 Apr 2012 18:52:14 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16765</guid>
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		<title>unable to save stationary weapon bundledmesh</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16779</link>
		<description><![CDATA[So I tried making one originally and when I save it makes a folder, but no bundled or collisions. So I open an existing one (the tow) and merge my geometry with the tow's parts, and then remove the tow geomtry. Still same thing. I am following the correct hierarchy from here: <a href="http://www.bfeditor.org/forums/index.php?showtopic=5013&hl=hierarchy" target="_blank">http://www.bfeditor.org/forums/index.php?s...mp;hl=hierarchy</a>  And I keep renaming all the PCO and rotational and simpleobject parts but I have yet to figure out why it wont export anything.]]></description>
		<pubDate>Sat, 05 May 2012 00:57:34 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16779</guid>
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		<title>Spec Ops Warfare: Bigger scale, vechicles warfare, new maps and lighting</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16740</link>
		<description><![CDATA[Spec Ops Warfare: Bigger scale, vechicles warfare, new maps and lighting<br /><br />Official site <a href="http://www.moddb.com/mods/spec-ops-warfare" target="_blank">http://www.moddb.com/mods/spec-ops-warfare</a><br />gameplay <br /><a href="http://www.youtube.com/watch?v=kl-QlVSRrb0&feature=youtu.be" target="_blank">http://www.youtube.com/watch?v=qGpuDqSFj2k...eature=youtu.be</a><br /><a href="http://www.youtube.com/watch?v=Lu6Udy25u1g&list=UUAYfd2iEHOnKZxFr0TEaR4A&index=2&feature=plcp" target="_blank">http://www.youtube.com/watch?v=Lu6Udy25u1g...mp;feature=plcp</a><br /><a href="http://www.youtube.com/watch?v=nvWCZipSGXk&list=UUAYfd2iEHOnKZxFr0TEaR4A&index=3&feature=plcp" target="_blank">http://www.youtube.com/watch?v=nvWCZipSGXk...mp;feature=plcp</a><br /><br /><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><u><b>Mod Team:</b></u><br /><!--sizec--></span><!--/sizec--><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><b>ProfKiller336 - AI coding, map editing, tweaking<br />Scopedknife- texture artist<br />bolje- texture artist<br /></b><b>InsanityPays: texture artist</b><br /><b>=ITC=Yoy543 tester, texture artist<br />EnemySniper- animator</b><b><br />GlebClose</b>- <b>animator</b><br /><b>Dodek96_pl- animator, texture artist, mesh hacker<br />Beta testers: game0255, Joao611, AssassinGEO<br /></b><b>AndrewMarley texture artist</b><br /><b><br /></b><!--sizec--></span><!--/sizec--><div align='center'><div align='left'><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><b>thanks for help:</b><!--sizec--></span><!--/sizec--><br /><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><b> Lt. Nomad for mesh hacks</b><!--sizec--></span><!--/sizec--><br /><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><b>BFSOLO for weapon models</b><!--sizec--></span><!--/sizec--><br /><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><b> Blur for MP412 textures</b><!--sizec--></span><!--/sizec--><br /><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><b> Pacman for maps</b><!--sizec--></span><!--/sizec--><br /><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><b> Frank Beans for weapon icons</b><!--sizec--></span><!--/sizec--><br /><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><b> Bobthedino for mesh hacking and weapons exporting</b><!--sizec--></span><!--/sizec--><br /><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><b> REQUIN94 for weapon models</b><!--sizec--></span><!--/sizec--><br /><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><b> Chad509 for M95 animation</b><!--sizec--></span><!--/sizec--><br /><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><b> bobthedino for models</b><!--sizec--></span><!--/sizec--><br /><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><b> WillyLovesRice for Banner</b><!--sizec--></span><!--/sizec--></div>  <div align='left'><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><b>imtheheadhunter for maps</b><!--sizec--></span><!--/sizec--><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><b><br />Scorch67 for weapons tweaking</b><!--sizec--></span><!--/sizec--><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><b><br />skull terror for animations</b><!--sizec--></span><!--/sizec--><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><b><br />Lions Roar mod for weapon models</b><!--sizec--></span><!--/sizec--><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><b><br />[ppx]L&#9762;Ner1™</b> <b>for Bots names</b><!--sizec--></span><!--/sizec--><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><b><br />BF2nights mod</b><!--sizec--></span><!--/sizec--><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><b>The house of pain mod</b><!--sizec--></span><!--/sizec--><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><b><br />The house of pain mod</b><!--sizec--></span><!--/sizec--><br /></div>   <br /><br /></div><u>Mod require BF2: special forces expansion pack and 1.50 patch</u><br /><br /> Spec Ops Warfare is a mod about stealth, technology and extreme fighting.<br /><br />Edited Maps, animations, ironsights and textures will make more mod realistic. <br />New AI files bring Bot support for every map in mod and in all sizes (16, 32, 64)<br />we working on new gamemode - Rush.<br /><br />Dalian plant (BFP4F remake)<br /><br /><a href="http://imageshack.us/photo/my-images/710/bf22012042117254175.png/" target="_blank"><img src="http://img710.imageshack.us/img710/1741/bf22012042117254175.th.png" border="0" class="linked-image" /></a><br /><a href="http://imageshack.us/photo/my-images/43/bf22012042117240192.png/" target="_blank"><img src="http://img43.imageshack.us/img43/1363/bf22012042117240192.th.png" border="0" class="linked-image" /></a><br /><br />Nuclear Power Plant<br /><br /><a href="http://imageshack.us/photo/my-images/194/bf22012042818585552.png/" target="_blank"><img src="http://img194.imageshack.us/img194/9218/bf22012042818585552.png" border="0" class="linked-image" /></a><br /><br /><a href="http://imageshack.us/photo/my-images/11/bf22012042818550225.png/" target="_blank"><img src="http://img11.imageshack.us/img11/9718/bf22012042818550225.png" border="0" class="linked-image" /></a><br /><br /><a href="http://imageshack.us/photo/my-images/27/bf22012042819013482.png/" target="_blank"><img src="http://img27.imageshack.us/img27/3650/bf22012042819013482.png" border="0" class="linked-image" /></a><br /><br />Oil Platform<br /><br /><a href="http://imageshack.us/photo/my-images/14/bf22012042618502979.png/" target="_blank"><img src="http://img14.imageshack.us/img14/7754/bf22012042618502979.png" border="0" class="linked-image" /></a><br /><br /><a href="http://imageshack.us/photo/my-images/171/bf22012042618520377.png/" target="_blank"><img src="http://img171.imageshack.us/img171/4599/bf22012042618520377.png" border="0" class="linked-image" /></a><br /><br /><br />Sharqi peninsula (new lighting and effects by ProfKiller336) + ironsight DAO-12 mesh hack by Lt.Nomad<br /><br /><a href="http://imageshack.us/photo/my-images/192/bf22012040916284681.png/" target="_blank"><img src="http://img192.imageshack.us/img192/6117/bf22012040916284681.png" border="0" class="linked-image" /></a><br /><br /><a href="http://imageshack.us/photo/my-images/190/bf22012040916295286.png/" target="_blank"><img src="http://img190.imageshack.us/img190/1677/bf22012040916295286.png" border="0" class="linked-image" /></a><br /><br /><a href="http://imageshack.us/photo/my-images/833/bf22012040915565541.png/" target="_blank"><img src="http://img833.imageshack.us/img833/2920/bf22012040915565541.png" border="0" class="linked-image" /></a><br />[size="1"][/size]<br /><br />Abadan map (effects and lighting by ProfKiller366)<br /><br /><a href="http://imageshack.us/photo/my-images/825/bf22012040814042258.png/" target="_blank"><img src="http://img825.imageshack.us/img825/9605/bf22012040814042258.png" border="0" class="linked-image" /></a><br /><br /><a href="http://imageshack.us/photo/my-images/192/bf22012040814052664.png/" target="_blank"><img src="http://img192.imageshack.us/img192/2456/bf22012040814052664.png" border="0" class="linked-image" /></a><br /><br /><a href="http://imageshack.us/photo/my-images/838/bf22012040814050018.png/" target="_blank"><img src="http://img838.imageshack.us/img838/2905/bf22012040814050018.png" border="0" class="linked-image" /></a><br /><br />New Lighting for Wake island by Profkiller336<br /><br /><a href="http://imageshack.us/photo/my-images/254/bf22012040117051216.png/" target="_blank"><img src="http://img254.imageshack.us/img254/1939/bf22012040117051216.png" border="0" class="linked-image" /></a><br /><br /><a href="http://imageshack.us/photo/my-images/715/bf22012040117054478.png/" target="_blank"><img src="http://img715.imageshack.us/img715/5642/bf22012040117054478.png" border="0" class="linked-image" /></a><br /><br /><a href="http://imageshack.us/photo/my-images/337/bf22012040117042674.png/" target="_blank"><img src="http://img337.imageshack.us/img337/5296/bf22012040117042674.png" border="0" class="linked-image" /></a><br /><br /><a href="http://imageshack.us/photo/my-images/96/bf22012040117054930.png/" target="_blank"><img src="http://img96.imageshack.us/img96/796/bf22012040117054930.png" border="0" class="linked-image" /></a>]]></description>
		<pubDate>Wed, 11 Apr 2012 02:58:03 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16740</guid>
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		<title><![CDATA[editor won't export qtr]]></title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=5377</link>
		<description><![CDATA[when i started the fixnavmesh.bat at the end of it when it load the editor the editor doesn't export the qtr it just freezes]]></description>
		<pubDate>Thu, 31 Aug 2006 04:53:41 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=5377</guid>
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		<title>Reading Dump files and WIN7</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16778</link>
		<description><![CDATA[I finally just reinstalled the editor after new install of WIN 7 and I'm wondering if the procedures to read dump files is the same as it was in XP?]]></description>
		<pubDate>Thu, 03 May 2012 13:19:51 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16778</guid>
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		<title>Anyone playing 2142 on multi cores with 127 bots ?</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16777</link>
		<description><![CDATA[I feel like I've broken some kind of record here but I'm not sure if it's so. I'm playing 2142 with 127 bots with performance of 60fps (fraps) on 2.4 Ghz CPU. This is a multi core setup ... see here <a href="http://stargate.djbarney.org/node/80" target="_blank">http://stargate.djbarney.org/node/80</a><br /><br />Only thing I can't get to work is getting the 2142 client to auto join a locahost IP (127.0.0.1) as I can do with BF2. So there's a bit of ping lagging as I have it on 192.168.x.x.<br /><br />You would not believe how F ing kicking this game is with 127 bots in it and enough cpu to give the bots improved logic as the engine is not having to cut down to compensate for lack of CPU.]]></description>
		<pubDate>Wed, 02 May 2012 16:22:30 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16777</guid>
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		<title><![CDATA[Single player option's]]></title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16776</link>
		<description><![CDATA[I know there is quite a few threads on this but none is what I was looking for after searching through them.<br />I was looking for a mod that give's the Co op options and multiplayer option into single player such like the mod<br />of BF2 Ultimate-Coop what is what I was looking for, however I don't have two people to play with so the solo<br />part it mentions is worthless. Is there any mod out there, or any way to disable the need 1 more player?]]></description>
		<pubDate>Wed, 02 May 2012 07:56:38 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16776</guid>
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		<title>Lighting update for wake island</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16773</link>
		<description><![CDATA[*For Spec ops warfare mod*<br /> <br /> Lighting by me, HD textures by Scopedknife<br /> <br /> <a href="http://imageshack.us/photo/my-images/440/bf22012040117051216.png/" target="_blank"><img src="http://img440.imageshack.us/img440/1939/bf22012040117051216.png" border="0" class="linked-image" /></a><br /> <br /> <a href="http://imageshack.us/photo/my-images/717/bf22012040117054478.png/" target="_blank"><img src="http://img717.imageshack.us/img717/5642/bf22012040117054478.png" border="0" class="linked-image" /></a><br /> <br /> <a href="http://imageshack.us/photo/my-images/703/bf22012040117054930.png/" target="_blank"><img src="http://img703.imageshack.us/img703/796/bf22012040117054930.png" border="0" class="linked-image" /></a><br /> <br /> <a href="http://imageshack.us/photo/my-images/4/bf22012040117042674.png/" target="_blank"><img src="http://img4.imageshack.us/img4/5296/bf22012040117042674.png" border="0" class="linked-image" /></a>]]></description>
		<pubDate>Wed, 02 May 2012 02:18:02 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16773</guid>
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		<title><![CDATA[WaW - P38 & B25 collisionmesh/bundlemesh issues]]></title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16767</link>
		<description><![CDATA[Anybody familair with these aircraft from a FH2 mini mod , WaW .  Im trying to add the P38 Lightning to Wake Island map along with some other WWII aircraft but when I add all the files for this plane , I get some missing textures. Mainly to the landing gear and rear control surfaces.  I get no ctd and no errors when in windowed mode. The plane controls work fine with the rudder/elevator surfaces, landing gear goes up and all that. Just missing those textures.  <br />So I run the bundlemesh and collisionmesh in the BF2 meshviewer and can see that there seems to be a lot missing from the collisionmesh and some of the bundlemesh textures. Specifically to those parts that I mentioned textures missing from. <br /><br />Is it possible that they were left out on purpose for client side and will appear when joining a WaW map?   I have tried playing that mod as CQ game mode and found the same issue. (creating local server)]]></description>
		<pubDate>Sun, 29 Apr 2012 22:12:12 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16767</guid>
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		<title>Adding Artillery for Squad Commander in 2142/BF2</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16772</link>
		<description><![CDATA[DICE hardcoded the commander artillery time limit  in one of the recent patches in order to prevent a cheat. I suspect the scripting for the AI for this feature was also removed because that is another potential security hole for cheaters to use. Fair enough, well done DICE and EA for updating this games ! A bit of modding could return this feature to SP/Coop and maybe in a more interesting form. I'm thinking of at least giving the human squad leader access to it. Allowing AI usage may come later. The artillery strike weapon is obviously in the server archives of the game. I doubt there is any restriction on using that. I think this would mean making a new weapon or beacon / smoke grenade that the artillery is then fired down on to. There would obviously need to be a limit to how many times it can be used. The ability to call in a localised artillery strike would probably be better as I'm not sure it's possible to mod the artillery strike option on the map. I know there are a few possible mod condidates out there to learn from, like the missle homing beacon in AIX2, or the nuke in N@W. Anyone up for this ? I'll start investigating it but more modders will make it go quicker ! <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />]]></description>
		<pubDate>Tue, 01 May 2012 12:52:50 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16772</guid>
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		<title>Modding Battlefield 2142 Patch 1.51 Advertising</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16766</link>
		<description><![CDATA[Been reading about modding the in game ads here - <a href="http://igaeditor.sourceforge.net/" target="_blank">http://igaeditor.sourceforge.net/</a><br /><br />But the system seems to have changed. I can't find <i>icontent.cache</i> anywhere. At least I have the IP's blocked, but 2142 will still display the ads it has already downloaded. EA/DICE must have changed the system in patch 1.51. Anyone ?<br /><br />There could be a nice niche here for artistic "ads" that actually fit into the global warming/climate change sci-fi story of 2142 ... survivalist ads ? Would be a good project for my Deviant Art site ... future ads.]]></description>
		<pubDate>Sun, 29 Apr 2012 17:23:08 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16766</guid>
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		<title><![CDATA[SIMRAD causes client crash on "Join Game"]]></title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16764</link>
		<description><![CDATA[I am working on a machinima and I need to have one player "use" a SIMRAD.<br />The SIMRAD does not have to be functional. The Player just needs to hold it in his hands and look "through" it.<br /><br />In the LAN all is working fine! But If I run the mod on a BF2 Server, then the client will crash after the level is loaded, and client data has been verified.<br />If I remove the SIMRAD from the SpecOps Kit, then the crash is gone.<br /><br />I read that the SIMRAD has a bug with networkable info. Is there a fix for this so I can use it for my machinima project?<br /><br />Thanks in advance!]]></description>
		<pubDate>Thu, 26 Apr 2012 10:08:38 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16764</guid>
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		<title>Ghost Town For Bf2</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=15401</link>
		<description><![CDATA[original thread and map by Outlawz &gt;&gt;&gt; <a href="http://www.bfeditor.org/forums/index.php?showtopic=14760" target="_blank">http://www.bfeditor.org/forums/index.php?showtopic=14760</a><br /><br />just posting this here, so it can get a bit more exposure.<br /><br /><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->After receiving intel of a destroyed Russian convoy and that fighting between unknown forces had occurred, EU forces arrive into the area, quickly stumbling over MEC forces that had also been dispatched there. Both sides cooperate until they realize the high sensitivity of the material found within the wreckage and after failing to negotiate over which side has claim of the findings, both sides open fire...<br /><br />I've changed the map a bit, there's no attack helicopters and there's a few extra buildings I added and one area I had to rework, I kept the original compiled roads and CP names, not sure about BF2-only users but the localization seems to work, at least for me, but I have BF2SF localization files <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> and as always fully relightmapped and renavmeshed, this time also coming with SP mode for those who are too lazy to use COOP <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> otherwise the map is fun and action packed <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/cool.gif" style="vertical-align:middle" emoid="B)" border="0" alt="cool.gif" /><br /><br />Extract and put the folder into Battlefield 2/mods/bf2/levels/<br /><br />Download (21.7 Mb)<br /><a href="http://www.megaupload.com/?d=Q1LUKQX7" target="_blank">http://www.megaupload.com/?d=Q1LUKQX7</a><br /><br />Pics:<br /><img src="http://i57.photobucket.com/albums/g214/privateLoL/overview.jpg" border="0" class="linked-image" /><br /><a href="http://i57.photobucket.com/albums/g214/privateLoL/screen957.jpg" target="_blank">http://i57.photobucket.com/albums/g214/pri...L/screen957.jpg</a><br /><a href="http://i57.photobucket.com/albums/g214/privateLoL/screen956-1.jpg" target="_blank">http://i57.photobucket.com/albums/g214/pri...screen956-1.jpg</a><br /><a href="http://i57.photobucket.com/albums/g214/privateLoL/screen955-1.jpg" target="_blank">http://i57.photobucket.com/albums/g214/pri...screen955-1.jpg</a><br /><a href="http://i57.photobucket.com/albums/g214/privateLoL/screen954.jpg" target="_blank">http://i57.photobucket.com/albums/g214/pri...L/screen954.jpg</a><!--QuoteEnd--></div><!--QuoteEEnd-->]]></description>
		<pubDate>Wed, 01 Sep 2010 19:21:32 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=15401</guid>
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		<title>Termi3991 maps?</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16753</link>
		<description><![CDATA[Has any one tried this guys maps?  <a href="http://www.gamebanana.com/members/1267063" target="_blank">http://www.gamebanana.com/members/1267063</a><br /><br /> I'm up to my elbows in IRL work but when I have free time again I'll probably try some out.]]></description>
		<pubDate>Sun, 22 Apr 2012 10:11:05 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16753</guid>
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		<title>Specops and Engineer bots standing still not firing</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16735</link>
		<description><![CDATA[Hi guys,<br /><br />asked about this one before but cant remember how to fix it. Specops and engineer bots stand still at flags and dont attack. Tried putting C4_ai at 0 temp for air vehicles but still happens regardless of map.]]></description>
		<pubDate>Sun, 08 Apr 2012 12:18:44 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16735</guid>
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		<title>Importing PR Player models</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16729</link>
		<description><![CDATA[Hi, managed to port PR USMC player models into my mod, and everything worked with no crash initially.<br /><br />HOWEVER, when I try to load a second round (I quit a map to load another map, with proper editing to the init.con file), my game crashes. It loads the map 100%, it crashes when I hit the spawn button <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /><br /><br />I've only ported the USMC, and not any other faction.<br /><br />Anyone find a way to get around this? Or, if there is no way around this please let me know.  <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> <br /><br /><br />BTW: I managed to get bots to start aiming again, doesn't have anything to with AI files. Bots will only start aiming (with their scope, ironsights, etc.) if you <b>start</b> the round with a weapon that has<br /><br />ObjectTemplate.zoom.zoomLod 1<br /><br />I was really only using weapons which had that code set to "0". What that code does is that when you zoom in, it adds a picture. Anyway, You can set this code to "1" for almost all PR weapons, without problems. This wont work for any of the ak47 variants and any PR weapon that uses default bf2 models. You can use these weapons after you start with a weapon that has the code set to "1" and bots will still aim.]]></description>
		<pubDate>Mon, 02 Apr 2012 21:37:50 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16729</guid>
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		<title>ObjectTemplate.fire.fireOnEnable 1</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16747</link>
		<description><![CDATA[Studying bits of code out of BFP4Free, which is of course derivative of the original BF2 engine, came across this line and was curious if this was doable in BF2.  Has anyone ever used this or tried it?  Been tinkering with it myself but to no avail, and was wondering if I was doing something wrong or if this is indeed something new they've added to the engine since BF2 (and hence wouldn't work in BF2).<br /><br />Thanks to any for info or knowledge they can share. <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />]]></description>
		<pubDate>Sun, 15 Apr 2012 14:22:29 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16747</guid>
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		<title><![CDATA[yes i'm a newbie]]></title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16744</link>
		<description><![CDATA[Hi there all,<br />                Yes I know this is about the n'th time youv'e been asked....but. <br /> I have downloaded some mods from the links and unzipped to the mod folder but cannot find them when I run the game. That is to say, when I open the game on single player they are not in the list of maps on the bottom left of the screen.<br />  Please be patient with me as I am in me fifties and a bit thick were all this is concerned.<br /><br /><br />                             thanks in advance and forgive me for being a pillock!]]></description>
		<pubDate>Fri, 13 Apr 2012 17:04:23 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16744</guid>
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		<title>Burma Bash</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=15275</link>
		<description><![CDATA[If you were actually paying attention to the WIP thread, you'd notice that I was working on a map: "Qiao Island."  However, that map is pretty much on the backburner, as I wonder if there's not enough combat potential there. <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/uhm.gif" style="vertical-align:middle" emoid=":uhm:" border="0" alt="uhm.gif" /> So, I decided to start another map.  It's based on the World in Conflict map "Apocalypse," but it won't be a strict copy/remake.  The backstory is thus: having captured/surrounded/otherwise neutralized Rangoon, American forces, led by the Marine Corps, advance northward toward the junta's capital of Naypyidaw and the People's Republic of China, in an attempt to preserve their southern ally, have sent forces to intercept the USMC.<br />And now, some pics.  The local village:<br /><img src="http://img.photobucket.com/albums/v123/Syskeyia/burma_village.jpg" border="0" class="linked-image" /><br />A small dock and hotel for Chinese merchant crews and other foreign businessmen:<br /><img src="http://img.photobucket.com/albums/v123/Syskeyia/burma_dock.jpg" border="0" class="linked-image" /><br />An ancient temple:<br /><img src="http://img.photobucket.com/albums/v123/Syskeyia/burma_temple.jpg" border="0" class="linked-image" /><br />A local prison camp, where political dissidents are rumored to be held:<br /><img src="http://img.photobucket.com/albums/v123/Syskeyia/burma_prison.jpg" border="0" class="linked-image" /><br />The highest peak in the area, and an F-15 Eagle crash site:<br /><img src="http://img.photobucket.com/albums/v123/Syskeyia/burma_mtn_crash.jpg" border="0" class="linked-image" /><br />A bridge and a waterfall:<br /><img src="http://img.photobucket.com/albums/v123/Syskeyia/burma_waterfall.jpg" border="0" class="linked-image" /><br /><br />Keep in mind this is far, far from done.  Still, I've made a good amount of progress (if I do say so myself <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> ).  What do you think?<br /><br />]]></description>
		<pubDate>Sat, 31 Jul 2010 10:26:54 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=15275</guid>
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		<title>Porting Bf2 in its entirety to 2142</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16739</link>
		<description><![CDATA[Hello, I have recently been working on trying to essentially port BF2 in its entirety into 2142. I know releasing mods with content from toehr battlefield games is against the modding TOS, but this is just a personal mod so I think it should be fine. I am wanting to port BF2 over into 2142 in order to try to use 2142's AI in place of BF2's since the 1.5 update broke the commander. I would just have two separate installs of BF2 running 1.41 and 1.5 respectively, but I got my copy of BF2 moved onto Origin so I'm forced to have 1.5 and don't want to risk breaking some vague thing in the TOS with multiple installs. I have also been interested in doing this sort of thing for awhile and figured now is as good of time as any to try to do it. <br /><br />So far I have been able to load up a full BF2 level into 2142 and play it fairly well. The entire HUD system is screwed up though, and trying to port the BF2 HUD into 2142 has given me a lot of trouble and I have had very little success doing so. So I was wondering if anyone has had experience trying to put BF2 into 2142 and / or if it is even possible to do, or at least to what extent? <br /><br />I am now trying to stick with as much of the default 2142 assets as possible and just move the BF2 weapons, objects, vehicles, and maps over and re-work the HUDs for those objects. The problem I am now dealing with is that whenever I load up a ported BF2 level I get the spawn menu but no kits show up. I have tried changing the kits for the level in the init.con but it seems that any modification I make whatsoever causes a CTD. I looked online for help on porting BF2 maps to 2142 successfully and came across this link:<br /><br />battlefieldsingleplayer.planetbattlefield.gamespy.com/forums/index.php?showtopic=8454&st=0<br /> but it seems to be really old, and dead and I haven't been able to find the topic by searching. <br /><br />I know I wrote a ton and its probably not an inviting read.. But any help on any of this would be greatly appreciated!! Thanks!<br /><br />~~Tofugamer<br /><br />EDIT: I just thought that maybe I should have said how I got the level to load up in 2142 initially and all I did was copy the entire bf2 mod folder (excluding the menu_client and server zips) into my 2142 mods directory, fix the errors it got when it started, and somehow 2 of the kits showed up as white boxes that I could click on and spawn as.. Then I tried to get all of the HUD elements into 2142 via the menu client and server zips and it went drastically downhill from there.. I could have parts of the HUD working, but have a solid white screen instead of the actual view, and if I rem'd out the lines giving the solid white screen (the flash-bang effect lines) only the minimap would show up.. So I've pretty much given up as of now because I'm far too inexperienced with modding battlefield games to be able to figure this out on my own I think..]]></description>
		<pubDate>Tue, 10 Apr 2012 23:25:14 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16739</guid>
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		<title>Alpha Project Close Combat Mappack</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16689</link>
		<description><![CDATA[Hello guys as the title says i revamped six of my old maps and converted them to alpha project plus additional stuff included, also get sure to visit our server as soon it got updated with the new version of the mappack, i had a pre release version already running on the server.<br />Jut so you know if you have troubles connecting give it a few hours or days till the admins updated the serverfiles with the new mappack! Have fun!<br /><br /><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><!--coloro:#008080--><span style="color:#008080"><!--/coloro--><b>Screenshots/Renders</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--><br /><br /><a href="http://media.moddb.com/images/downloads/1/41/40919/close_combat_mappack.jpg" target="_blank"><img src="http://media.moddb.com/cache/images/downloads/1/41/40919/thumb_620x2000/close_combat_mappack.jpg" border="0" class="linked-image" /></a><br /><br /><a href="http://media.moddb.com/images/mods/1/17/16141/special_weapons_render.jpg" target="_blank"><img src="http://media.moddb.com/cache/images/mods/1/17/16141/thumb_620x2000/special_weapons_render.jpg" border="0" class="linked-image" /></a><br /><br /><a href="http://screenshot.xfire.com/s/121957960-4.jpg" target="_blank"><img src="http://screenshot.xfire.com/s/121957960-3.jpg" border="0" class="linked-image" /></a><br /><br /><a href="http://screenshot.xfire.com/s/122058166-4.jpg" target="_blank"><img src="http://screenshot.xfire.com/s/122058166-3.jpg" border="0" class="linked-image" /></a><br /><br /><br /><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><!--coloro:#008080--><span style="color:#008080"><!--/coloro--><b>Dodek's XM8 Animations Preview Video</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--><br /><br /><a href="http://de.xfire.com/video/551299/" target="_blank"><img src="http://video.xfire.com/551299-4.jpg" border="0" class="linked-image" /></a><br /><br /><br /><br /><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><!--coloro:#008080--><span style="color:#008080"><!--/coloro--><b>Description/Credits</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--><br /><br /><br /><!--coloro:#008080--><span style="color:#008080"><!--/coloro--><b>FEATURED MAPS</b><!--colorc--></span><!--/colorc--><br /><br /> Crossfire, Lost Jungle, Morning Breeze, Pripiyat, Town Strike, Vacant<br /> <br />--------------------------------------------------------------------------------<br /><br /><!--coloro:#008080--><span style="color:#008080"><!--/coloro--><b>SPECIAL CONTENT</b><!--colorc--></span><!--/colorc--><br /><br /> new MEC woodland camo textures various hidden pickupkits to be found on all maps special close combat spawnkits find the hidden and limited XM8 and SUPPRESSED BARRET happy searching <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><br /> <br />--------------------------------------------------------------------------------<br /><br /><!--coloro:#008080--><span style="color:#008080"><!--/coloro--><b>CREDITS</b><!--colorc--></span><!--/colorc--><br /><br /> maps/skins by JONES<br /> barret_sd suppressor model by Dtneter<br /> barret_sd Suppressor textures by JONES<br /> barret_sd animations by M.Combat<br /> xm8 model by Xeqtr<br /> xm8 ironsight models and tweaks by BFRhys<br /> xm8 animations by Dodek96_pl<br /> xm8 textures by JONES<br /> <br />--------------------------------------------------------------------------------<br /><br /><!--coloro:#008080--><span style="color:#008080"><!--/coloro--><b>AI/DEBUGGING</b><!--colorc--></span><!--/colorc--><br /><br />EzPiKnZ, SrykerJ, Logan, Spyker2041 and Outlawz <br /> <br /><br /><br /><br /><a href="http://www.762-ranking.de/apstats/downloads/01/Alpha%20Project%200.1%20-%20Close%20Combat%20Mappack%200.11.exe" target="_blank"><img src="http://www.762-ranking.de/images/downloadbuttonanimated.gif" border="0" class="linked-image" /></a>]]></description>
		<pubDate>Sun, 04 Mar 2012 16:15:17 -0600</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16689</guid>
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		<title>co-op lan</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16738</link>
		<description><![CDATA[Hi to all,<br /><br />when I try and lan a co-op it keeps giving me the same error when I click on the local server "you don't have the same mod as the server" but both computers have the same aix 2.0 mod plus map pack both bf2 installations are up to patch 1.50 except serials because both are the complete editions.<br /><br />Please help as I am hosting a lan soon. <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />]]></description>
		<pubDate>Mon, 09 Apr 2012 09:42:34 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16738</guid>
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		<title>Battlefield 2 Single Player Mods Help</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16718</link>
		<description><![CDATA[Hello Everyone,<br />                     I'm new here. I got here from battlefieldsingleplayer.com. I downloaded some maps. Now, will i be able to use them is single player, not multiplayer? I want to play it with bots which are already in the game. I hope you understand.<br /><br />I've added a link back for battlefieldsingleplayer.com to my site at: *removed - ITHH*<br />I made a new one as the previous one was not fitting, it went outside.<br /><br /><br />Thanks Very Much In Advance,]]></description>
		<pubDate>Mon, 26 Mar 2012 03:56:24 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16718</guid>
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		<title>Alpha Project revealed!</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=15424</link>
		<description><![CDATA[<img src="http://media.moddb.com/images/mods/1/17/16141/Mod_Profile_Header.jpg" border="0" class="linked-image" /><br /><br /><br />Hello BFSP community!<br /><br />Yes its true, i am working on a mod focusing on the battlefield 2 alpha footage, which was shown back 2004!<br />Its already some time back i wanted to create such kind of mod but was never realy possible till now...<br /><br />Also i want to thank Xeqtr, TrueSpirit and Freekillz for acting as contributors for the mod, i realy appericate it!<br />Let me know what you think, you can get all informations available at the moment direct from the modpage at moddb:<br /><br /><a href="http://www.moddb.com/mods/alpha-project2" target="_blank">Alpha Project at moddb</a><br /><br /><br /><b>Screenshots/Concepts:</b><br /><br />hydra pods for the bf2 uh60: model and skin by Xeqtr<br /><br /><img src="http://media.moddb.com/images/mods/1/17/16141/uh60hydra1.jpg" border="0" class="linked-image" /><br /><br /><img src="http://media.moddb.com/images/mods/1/17/16141/uh60hydra2.jpg" border="0" class="linked-image" /><br /><br />divided city was the first preview map of the game, actualy it was the first version of mashtuur city with a much more authentic urban enviroment and airports<br /><br /><img src="http://media.moddb.com/images/mods/1/17/16141/divcity_ramp.jpg" border="0" class="linked-image" /><br /><br /><img src="http://media.moddb.com/images/mods/1/17/16141/divcity_objects.jpg" border="0" class="linked-image" /><br /><br /><br />You can find the goal features which i try to implent as best as i can here:<br /><br /><a href="http://www.moddb.com/mods/alpha-project2/features/alpha-project-goal-features" target="_blank">Alpha Project Goal Features</a><br /><br /><br />I will keep you guys up to date in this thread!<br /><br />JONES out]]></description>
		<pubDate>Sat, 11 Sep 2010 16:02:14 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=15424</guid>
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		<title>M3 Tripod Model</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16725</link>
		<description><![CDATA[Hello people!<br /><br />Since i desperately trying to find a m3 tripod model i thought i leave a message here since i am out of luck this time... i pmed fh2 and pr guys and no reply after weeks.. now i hope someone of you know a model i could use for alpha project, i realy appreciate any help!<br /><br /><a href="http://i42.tinypic.com/2hyj8rd.jpg" target="_blank">M3 Tripod Image</a>]]></description>
		<pubDate>Fri, 30 Mar 2012 04:07:09 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16725</guid>
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		<title><![CDATA["Physic" of tank]]></title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16720</link>
		<description><![CDATA[Hi ! <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" /> <br /><br />In Battlefield 2, tanks seem bouncing on the ground, they don't act like as a vehicle of 60 tonnes.<br /><br />While on Battlefield Play4Free, tanks is more stable like more "attached" to the ground and I think is more realist. <br /><br />How I can do that on BF2's tanks ?  <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/ph34r.gif" style="vertical-align:middle" emoid=":ph34r:" border="0" alt="ph34r.gif" /> <br /><br />Thanks.]]></description>
		<pubDate>Mon, 26 Mar 2012 13:06:56 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16720</guid>
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		<title>Need some answers...</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16715</link>
		<description><![CDATA[Hi all...<br /><br />I'm new here, and I try write these questions as clear as I can... <i>(I'm from Finland)</i><br /><br />I know how add more bots, how to get them shoot longer... Just edited weapons.ai inside objectserver.zip<br /><br />Now they can shoot longer... But in AIX 2.0 mod, they don't use boats, and using of cars are weak.<br />Is here way to get bots to use boats?<br /><br />And do I understand right that when you edit next parameters, it make AI better in using of vehicles (and maybe using of weapons)?<br /><br /><b>aiTemplate.degeneration<br />aiTemplate.allowedTimeDiff</b><br /><br />and<br /><br /><b>aiTemplatePlugIn.setStrategicStrength 0 3<br />aiTemplatePlugIn.setStrategicStrength 1 3</b><br /><br />Or what happen when I edit these parameters?<br /><br />I just want know that is it useful to edit above lines...<br /><br />I read something about these lines from <a href="http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=15196" target="_blank">Here</a> and <a href="http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=12247" target="_blank">here</a><br /><br />What they will do for AI? I want just edit AI to better in AIX 2 so if it will make AI better, I want know how...<br /><br />Hopefully someone can explain these better...]]></description>
		<pubDate>Sat, 24 Mar 2012 08:42:40 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16715</guid>
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		<title>Large Airstrip Maps</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16713</link>
		<description><![CDATA[I was just wondering if anyone knew if any maps that have large runways. I'd like to find one that could possibly hold the large size of the B-52 from EOD.]]></description>
		<pubDate>Thu, 22 Mar 2012 14:50:48 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16713</guid>
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		<title>bf2 original content that never had AI added</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16712</link>
		<description><![CDATA[So I was comparing the bf2 content (mainly statics) to the pf4 stuff to see if I can catch some of the most obvious new statics, and I was amazed at these awesome statics that I have never seen used in maps before. A school house, a shopping center. Cool areas for CQB 3d battles (meaning vertical too) and yet they seem to also be missing an AI collision levels. <br /><br />Has any one else noticed these or seen them fixed for coop and used in anything?]]></description>
		<pubDate>Tue, 20 Mar 2012 14:00:46 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16712</guid>
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		<title>Northern Strike Singleplayer mod for BF2142 (NSSP)</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16695</link>
		<description><![CDATA[Northern Strike Singleplayer mod for BF2142 (NSSP). <br /><a href="http://www.moddb.com/mods/northern-strike-single-player" target="_blank">http://www.moddb.com/mods/northern-strike-single-player</a><br /><br />I'm working with AI. Thanks BFSP for help and tutorials <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />]]></description>
		<pubDate>Wed, 07 Mar 2012 09:03:58 -0600</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16695</guid>
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		<title>Bot support for BF2142 Karkand is ready</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16694</link>
		<description><![CDATA[Bot support for BF2142 Karkand all sizes is ready by me. Screens:<br />It's still WIP and I planing add vechicles. Realese comming soon <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />]]></description>
		<pubDate>Tue, 06 Mar 2012 07:34:06 -0600</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16694</guid>
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		<title>Ballistic Missile SCUD</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16707</link>
		<description><![CDATA[I'm working on turning the SCUD missile fired from the 9b117 into a Nuclear missile. I'm going to use the Nuke from the BF2 Nuke mod and I'm not sure where I'd start due to the complexity of the SCUD's explosive coding. Any help?]]></description>
		<pubDate>Wed, 14 Mar 2012 10:48:37 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16707</guid>
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		<title>SP maps for InterstateNitro</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16704</link>
		<description><![CDATA[<img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/mellow.gif" style="vertical-align:middle" emoid=":mellow:" border="0" alt="mellow.gif" />  To Dnamro,<br /><br />Hey. Is there any way for you to convert any vanilla maps to InterstateNitro mod for SP? Mod link is here - <a href="http://www.fileplanet.com/108918/0/0/0/1/section/Interstate_Nitro" target="_blank">http://www.fileplanet.com/108918/0/0/0/1/s...nterstate_Nitro</a> from Fileplanet. I can only play one map for SP, and that is Mountain Valley.<br /><img src="http://i1014.photobucket.com/albums/af261/poompoom500/bf2interstatenitro0.jpg" border="0" class="linked-image" />]]></description>
		<pubDate>Sun, 11 Mar 2012 23:09:35 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16704</guid>
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		<title>Unlocks678 Link?</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16706</link>
		<description><![CDATA[I think this is probably the place to ask. Hopefully this forum isn't completely dead yet. Anyways, I'm looking for a copy of the Unlocks678 mod created by FFOLKES. I managed to find a copy of the Unlocks123 mod, but not Unlocks678. Can anyone help me? Thank you!]]></description>
		<pubDate>Tue, 13 Mar 2012 17:10:24 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16706</guid>
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		<title><![CDATA[How Do I Spawn AI Into Heli's In Flight]]></title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16699</link>
		<description><![CDATA[Hello everyone, I am new to modding BF2 maps for COOP play using the BF2 Editor and Notepad. I am having a blast doing so. I am amazed at how much you can change the flow of a COOP game by flag placement and combat area. It's very addictive.<br />My question to the BFSP community is:<br /><br />How do I get my AI to spawn into the Transport Choppers seats while in flight?<br /><br />I have searched the forum and have not found what I'm looking for yet.<br />Any help is very much appreciated.<br /><br />And last... What an amazing community!<br /><br />Thanks.<br />Brett.]]></description>
		<pubDate>Sat, 10 Mar 2012 08:58:09 -0600</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16699</guid>
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		<title>Need exporters</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16696</link>
		<description><![CDATA[Our mod has a longer period problem. There is no one in Team who can export our models weapons to Battlefield 2.All models are high detail quality models.<br />On our mod site at moddb I posted some weapons as<br />SA vz.58P, SA vz.58V,SA vz.61, SA vz.61 Silenced, Pi vz.82. <br />Here some photos.<br /><br /><b>SA vz.58P</b><br /><a href="http://www.moddb.com/mods/the-armed-forces-of-the-slovak-republic/images/sa-vz58p#imagebox" target="_blank">http://www.moddb.com/mods/the-armed-forces...-vz58p#imagebox</a><br /><b>SA vz.58V</b><br /><a href="http://www.moddb.com/mods/the-armed-forces-of-the-slovak-republic/images/sa-vz58v#imagebox" target="_blank">http://www.moddb.com/mods/the-armed-forces...-vz58v#imagebox</a><br /><b>SA vz.61</b><br /><br /><a href="http://www.moddb.com/mods/the-armed-forces-of-the-slovak-republic/images/sa-vzor-61#imagebox" target="_blank">http://www.moddb.com/mods/the-armed-forces...zor-61#imagebox</a><br /><b>SA vz.61 Silenced</b><br /><a href="http://www.moddb.com/mods/the-armed-forces-of-the-slovak-republic/images/sa-vzor-611#imagebox" target="_blank">http://www.moddb.com/mods/the-armed-forces...or-611#imagebox</a><br /><b>Pi vz.82</b><br /><a href="http://www.moddb.com/mods/the-armed-forces-of-the-slovak-republic/images/9mm-pi-vz82" target="_blank">http://www.moddb.com/mods/the-armed-forces...ges/9mm-pi-vz82</a><br /><a href="http://www.moddb.com/mods/the-armed-forces-of-the-slovak-republic/images/9mm-pi-vz821#imagebox" target="_blank">http://www.moddb.com/mods/the-armed-forces...-vz821#imagebox</a><br /><br /> <br />If you want help me, send me a PM and I will send weapons.<br />Thank you<br /><br />Majo-213]]></description>
		<pubDate>Thu, 08 Mar 2012 05:03:53 -0600</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16696</guid>
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		<title>LAN problems</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16690</link>
		<description><![CDATA[Hey Gents, <br /><br />No idea if this is the right forum to come to, but I figured I would hit as many forums as I could looking for a solution. <br /><br /><u>Problem</u><br />I just dug up my old school game box and got my copy of BF 2142 out of it. After downloading patch v1.51 and installing I proceeded to try to setup a LAN with my spare computer. Every time I try to connect to the server a message pops up right away before even attempting to load and it says "Your connection to server has been lost" <u><br /><br />Info<br /></u>My main computer is Windows 7 Ultimate x64. I am running the most up to date drivers off of Asus/Nvidia website. The spare computer is running Windows XP x86 and is running most up to date drivers off of Dell website. These computers can successfully LAN AIX 2.0 from Battlefield 2, so I have no idea what the issue is with 2142. <br /><br /><u>Solutions Attempted</u><br />1) Firewall/AV software disabled. (AV disabled through msconfig, Firewall through Control Panel and Administrator Tools to be sure) <br />2) Crossover cable directly connecting computers and a different router tried. <br />3) Patch 1.51 and 1.50 tried. <br />4) Downloaded patch from different source. <br />5) Tried dedicated 1.51 server. (When trying to join game it says that my client is out of date)<br />6) Different gamemodes/maps tried.<br />7) Installed Extended Single Player mod, same issue.<br />8) Tried hosting on the other computer, same issue.<br /><br /><u>Notes</u><br />1) Manually checking server config files, Punkbuster, Internet and VoIP is disabled.<br />2) Looking through regedit I see the game version as 1.51 for both computers and all other reg keys identical between the two computers. <br /><br /><br />Any chance for help here? Thank you for taking a look!]]></description>
		<pubDate>Sun, 04 Mar 2012 22:14:37 -0600</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16690</guid>
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		<title>Differences in BF2(pc) and BF2:modern Combat (ps2)</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16674</link>
		<description><![CDATA[I ran into <br /><img src="http://images.wikia.com/battlefield/images/0/06/BF2MC_Snowmobile.jpg" border="0" class="linked-image" /><br /><br />and I briefly remember watching some people play a game similar to bf2 on a console many years back, I can only assume it was the ps2 version. But it had snow maps. Well I guess they did have them.  It makes me want to find a used copy of the game and see if I can find anything from it that can be used in a bf2 mod. But porting the content would probably be downright impossible since it is in ps2 format. The alternative is make new content that emulates what we missed out in the PC version (although I'm aware in many ways the PC version was superior).<br /><br />Did any one have this game that can tell us what some of the main differences between them are, or what kind of content did the PC version miss out on?<br /><br />edit: oh man looks at these cool maps that the PC missed out on! <a href="http://battlefield.wikia.com/wiki/Portal:Maps" target="_blank">http://battlefield.wikia.com/wiki/Portal:Maps</a><br /><br />Edit2: sorry if this is old old news for some I just never really looked into how different the games were from each other..]]></description>
		<pubDate>Sat, 25 Feb 2012 20:06:24 -0600</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16674</guid>
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		<title>Collision Mesh Issues</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16679</link>
		<description><![CDATA[I made a collision mesh that might be crashing editor when the static object loads? Could it be this red X mark on the collision levels? What may be causing these red marks? And does the collision geometry need a uv map (could that be causing this)? <br /><br /><img src="http://i.imgur.com/Ay7bq.jpg" border="0" class="linked-image" /><br /><br />EDIT:<br /> never mind! It was the collision mesh, and I have NO IDEA how it was broke, I just remade a new one from scratch and it went away??  <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/bangin.gif" style="vertical-align:middle" emoid=":bangin:" border="0" alt="bangin.gif" />]]></description>
		<pubDate>Tue, 28 Feb 2012 22:12:18 -0600</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16679</guid>
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		<title>SoundSphere and ExplosionRadius questions for grenades</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16688</link>
		<description><![CDATA[<!--quoteo(post=101277:date=Mar 20 2008, 08&#58;45 PM:name=korben_dallas)--><div class='quotetop'>QUOTE (korben_dallas &#064; Mar 20 2008, 08&#58;45 PM) <a href="index.php?act=findpost&pid=101277"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>.deviation</b> - This variable sets the initial value of deviation the first time the bot chooses that particular weapon and begins aiming.  The default value is 5, which calculates to <u>5</u> meters / 100 meters or <u>5</u>% deviation.<br /><br /><b>.deviationCorrectionTime</b> - For bots, weapon deviation decreases over time.  This variable sets the amount of time it takes for the weapon deviation to go from the value set in the .deviation variable to a value of zero deviation.  The default value is 10, which calculates to <u>10</u> seconds.<br /><br /><b>.allowedDeviation</b> - This variable was introduced in BF2 (it was not in any BF1942/BFV weapontemplates afaik).  It tells the bot at what value of deviation he may make the first shot of the weapon.  I assume the default value is 5, same as the .deviation variable.  The subtle difference between the two variables is .deviation starts at the first action of aiming while .allowedDeviation is the at the instant of the first shot.  It only makes sense for this variable's value to be the same or lower than .deviation variable.<br /><br /><b>.setSoundSphereRadius</b> - The range at which another bot will "hear" the firing of this particular weapon.  Bots have two primary senses - sight and sound - to detect other bots.  If a bot has his back turned to you, he obviously can't see you, but if you fire your weapon (at another bot for example) he may hear that firing and detect you.  It is a spherical range, i.e. works in all directions forward/behind/above/below.<br /><br /><b>.setExplosionRadius</b> - When a projectile impacts whatever, this variable tells the bots (foe or friendly) the effective damage zone, and the bots if they detect this projectile will attempt to evade out of that radius (grenades for example).  I think this evading action only applies to soldiers on foot.<br /><br /><b>.setFiresThroughTransparent</b> - Will the projectile size fit through a chain-link fence? 0 = no / 1 = yes, so the bot will/won't fire that weapon at you through the fence.<!--QuoteEnd--></div><!--QuoteEEnd--><br />Ok, so I've been perusing these (and others') forums for a couple weeks, to the end of accomplishing two things:<br />1. Grenade improvements<br />a. Make the bots not able to throw a grenade at far distance to land right on my foot/nose<br />b. Make the bots not -all- instantly scatter the second I throw a grenade (I rather enjoyed grenades some in BF42/V; whereas I realized I -never- used them in BF2, due to these 'issues')<br />2. Attack detection (Player on bot)<br />a. Make the bots (like especially in a vehicle) facing the other direction, less able to instantly detect, pinpoint, and kill me from shooting one bullet at them (exaggerating for effect).<br />b. Ideally, being able to realistically use underbrush for cover would be nice, but I read that isn't possible (while staying hidden behind solid objects is 'normal,' right?).<br /><br />The reason I replied to the above post in this thread, is that the changes I've made based on it seem to have greatly helped (in the little testing I've done) with #1. But I had some specific questions on the SoundSphere/Explosion radius definitions.<br />First, is the SoundSphere literally always the point where a projectile leaves the attacker? So, for a thrown grenade, the moment it 'leaves the hand'? This was my understanding, and if that is right (my only other thought was maybe when it first hits the ground or other object, pre-detonation; but this would seem very convoluted...), then -why- would the default be 120m? Shouldn't it be 0, (like it is for a knife)? This is how I set it. Also, given the explanation of sight/sound...the reason bots still sometimes scatter when I throw a grenade is because they 'saw' me do it right - rather than heard it?<br />Second, I understand the Explosion parameter is for the impact of the projectile on any object; so if a projectile hits an object, with a bot within the range, it will react? And the reaction is to basically get away from that impact (and not, eg, to detect the projectile's owner)? In the case of a grenade, it initially seems like this should be a large value on the basis of hearing the explosion; but on the -real- basis of reacting to it, and the more random nature of grenade throwing (especially given my deviation changes below...), then this really should also be a fairly small value. For example, to avoid easily 'flushing' out well hidden bots who then get nailed with a rifle. Based on this rationale, I have set this value to 5.<br /><br />Are you still reading this? Ya I know I'm verbose. Having written this now, it seems my questions are like, 'Well that's what I said', but ya know, want to confirm. <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><br /><br />Finally, what I did with the deviations settings, was to make it so the bots are far more random with their grenade throwing. And since your throwing accuracy doesn't improve in succession, seemed like the deviation should always remain high. But since I read that it always ramps to zero over the CorrectionTime, I handled this as such, with bracketed commentary just added for this post:<br /><!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->weaponTemplate.create ushgr_m67_AI<br /> weaponTemplate.indirect 0<br /> weaponTemplate.isThrown 1<br /> weaponTemplate.minRange 15.0<br /> weaponTemplate.maxRange 50.0 &#91;lowered a little but not too much, to prevent weapon range underlap&#93;<br /> weaponTemplate.optimalRangePercentage 65 &#91;lowered some so -I- could more easily see them throwing; and really, what average soldier consistently throws grenades 49* meters?&#93;<br /> weaponTemplate.setFiringPose Standing<br /> weaponTemplate.setStrength Infantry&nbsp;&nbsp;&nbsp;&nbsp;2<br /> weaponTemplate.setStrength LightArmour 1<br /> weaponTemplate.setStrength HeavyArmour 0 &#91;eliminate use on tanks/etc&#93;<br /> weaponTemplate.setStrength NavalArmour 0<br /> weaponTemplate.setStrength Helicopter&nbsp;&nbsp;0.75 &#91;lowered to avoid like-setStrength's per MasterChiefRulZ' post; but not zeroed as it seems a reasonable grenade target&#93;<br /> weaponTemplate.setStrength AirPlane&nbsp;&nbsp;&nbsp;&nbsp;0 &#91;eliminate use on planes&#93;<br /> weaponTemplate.setSoundSphereRadius&nbsp;&nbsp;0.0 &#91;Per above first question&#93;<br /> weaponTemplate.setExplosionRadius 5.0&nbsp;&nbsp;&#91;Per above second question&#93;<br /> weaponTemplate.allowedDeviation 19 &#91;this allows the 'time to allow' to stay the same; 5sec = &#40;100/20&#41;*&#40;20-19&#41; and default &#40;10/5&#41;*&#40;5-2.5&#41;&#93;<br /> weaponTemplate.deviation 20 &#91;Much higher initial deviation &#40;vs. default of 5&#41; at weapon selection**&#93;<br /> weaponTemplate.deviationCorrectionTime 100 &#91;I made the deviation slope very low, so deviation tends to stay high<br /> weaponTemplate.setFiresThroughTransparent 0<!--c2--></div><!--ec2--><br />* - If I calculated this correctly, based on default max/min/optimal settings; 49 = 15 + [ (55-15) * 0.85]<br />** - is this percent deviation a radius or diameter??<br /><br />So, the above settings are looking promising, but would like others' thoughts on them, along with my questions and the viability of #2. Thanks! Especially if you actually read all this... <br /><br />This was originally a reply to a thread in the Tools/Tutorials forum, which wasn't really appropriate given the other questions in it, so I moved it to this post, and edited to other to stay on topic:<br /><a href="http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=8308&pid=177897&st=30&#entry177897" target="_blank">BF2 weapon aitemplate properties (merged with weapon.ai thread)</a>]]></description>
		<pubDate>Sat, 03 Mar 2012 12:40:25 -0600</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=16688</guid>
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