How can I make it so the AI uses a cloned version of a mine kit |
How can I make it so the AI uses a cloned version of a mine kit |
Mar 9 2012, 01:45 PM
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#1
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![]() AKA DJ Barney ![]() Group: BFSP Team Posts: 1,279 Joined: 2-December 07 From: UK Member No.: 4,215 |
I've been fixing mine laying for Forgotten Hope AI. I understand the ai templates but eventually found out this ...
"5 - at_mine - Cannot Be Changed Hard Coded to Engeneer -" ... Weapon/Kit Cheat Sheet. How can I make it so the AI uses a cloned version of the mine kit that has the correct name (the at_mine directory name) so the multiplayer version of the kit remains untouched (apart from a possible extra line for the AI kit) ? -------------------- |
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Mar 9 2012, 03:20 PM
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#2
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![]() General ![]() ![]() ![]() ![]() ![]() Group: Soldiers Posts: 1,226 Joined: 13-February 06 From: Europe Member No.: 1,539 |
You could just add _SP to the end. The PR guys do that to help you tell the difference between MP and SP vehicles.
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Apr 9 2012, 06:11 PM
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#3
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CinC (for now) ![]() Group: Mr. Admin Posts: 5,811 Joined: 28-December 03 From: Fort Hood, TX Member No.: 46 |
I know this is late, but you can create sp kits and add them into the GPO. List the kits with the sp like so:
gameLogic.setKit 1 0 "CH_Specops_SP" "ch_light_soldier" gameLogic.setKit 2 0 "US_Specops_SP" "us_light_soldier" -------------------- No, my Avatar is not my dog.
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Jun 16 2012, 09:44 AM
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#4
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![]() AKA DJ Barney ![]() Group: BFSP Team Posts: 1,279 Joined: 2-December 07 From: UK Member No.: 4,215 |
Thanks I'll check this out. I still have FH bots running up to tanks, then not dropping their mine and retreating to a distance, and crouching while still holding the mine. Fix in the works.
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Lo-Fi Version | Time is now: 20th May 2013 - 01:20 PM |