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How can I make it so the AI uses a cloned version of a mine kit
Xenephone
post Mar 9 2012, 01:45 PM
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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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Bubbles
post Mar 9 2012, 03:20 PM
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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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Dnamro
post Apr 9 2012, 06:11 PM
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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"



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Xenephone
post Jun 16 2012, 09:44 AM
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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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