Dnamro
Jul 2 2007, 08:04 AM
Since this gets asked all the time, I am going to lay out the main problems with bots using the titan and make this a stiky.
- For bots to run around in the Titan, it would have to be navmeshed. To be able to navmesh it, the Titan can not be moved the entire game.
- Even with a stationary Titan that was navmeshed, because its up in the sky, the Titan navmesh won't be connected to the land navmesh, and bots won't be able to move between the land navmesh and the Titan navmesh (ignoring the fact that the AI does not like navmesh islands).
- Therefore, the titan would have to be grounded with ramps or stairways to get into it, so it could be properly navmeshed with the land navmesh so the bots could get into it. As a grounded titan, the bottom guns would need to be removed.
- Then there is the problem that there is no known method to let the bots know when the shield is down and they can go into the Titan. To get around that problem, the shield would have to be removed and the Titan health increased to make up for the missing shield.
- As far as bots using the drop pods, if the Titans have to be stationary and navmeshes have to be connected by the Titan being grounded or some sort of stairway, the bots will be able to use that to get into the Titan, so the drop pods are not necessary for the bots anyway.
- Even if the Titans are grounded and navmeshed so bot can go in and out, you still have the issue of getting the bots to attack the door shields and the objectives. In BF2 it is possible to get bots to attack destructable objects, but the inner shields and objectives are not seperate destruable objects. The shields and objectives on the titan would have to be removed or recoded as destructable objects.
As you can see, to get around the problems would require changing the Titan so much, that its not Titan Gameplay anymore. It might be fun, but it's a lot different from multiplayer Titan gameplay. Even with the editor, there are still many obstacles to playing in true Titan mode with bots.
=====================
Alternatively, Just having the Titan's turrets autocontrolled would allow the titans to be used to attack and defend in coop, but bots would not be able to go into it. Autocontrolles will not fire until the shields are dropped. The shields can be removed. If the turrets could be made to be autocontrolled, it could make it very challenging trying to board the Titan. Once on board, the player would be have free reign inside the Titan.
=====================
The Titan Lite coop mod will allow you and bots to capture the missle Silos in titan game mode, which will eventually result in the destruction of one of the team's Titans and the end of the game. The bots do not use the Titans in any way.
=====================
Now it is possible to get bots to fly titans and fire the turrets and have a titan vs titan battle. The problem is that it would be best to be a space map, because the bots like to fly too close to the ground and crash very easily. There is no AI setting to tell the bot they are in a vehicle that is very large, so the bots fly them as if they were much smaller.
=====================
What has been tried so far:
One of the regulars here created the AI mesh that would allow bots to run around on a docked titan. The problem is that the titans are vehicles and the bots want to interact with vehicles, and don't want to run around on them, so they are just confused.
Another regular here, tried to create a stationary titan and was able to get the bots to run around on it using the Wake Island map. But, the textures of the titan have a weird glow when it's converted to a stationary object that he could not figure out. He gave up and moved onto other easier projects.
Unfortunately there are just too many other easier AI projects to work on.
superj358
Jul 2 2007, 10:20 AM
cool this might stop treads that say"i found a bug in titan lite2...the bots dont youse the titan"
and i learned something from this
korben_dallas
Jul 2 2007, 10:55 AM
Here's a lengthy disucssion on the topic, with some theoretical ideas for overcoming the various obstacles. The Titans would have to be immobile, that is for certain.
http://battlefieldsingleplayer.planetbattl...ost&p=59167
Dnamro
Jul 2 2007, 11:22 AM
The only issue convered in that discussion that I did not address was bots using drop pods, but if the Titans have to be stationary and navmeshes have to be connected by the Titan being grounded or some sort of stairway, the bots will be able to use that to get into the Titan, so the drop pods are not necessary for the bots anyway.
I updated the first post to address it.
korben_dallas
Jul 2 2007, 04:12 PM
Back when we were looking at rooftop spawns, Clive devised a clever method to connect the navmesh such that bots would only be able to travel one-way. Maybe if he's sees this he'll post a pic of it, since I can't really explain it w/ words. It's a good way to avoid stuck bots and potential suicide or even CTD. The point being that the Titan would still have to be immobile but not have to be physically connected to the ground. You could potentially use a lift (triggers worked in BF2, should work in BF2142), spawn points, the drop pod weapon idea (pod firing from the ground), or dropship. There are some caveats to all this, but I think it can be workable.. if we ever get a 2142 Editor.
clivewil
Jul 2 2007, 06:15 PM
QUOTE
Maybe if he's sees this he'll post a pic of it, since I can't really explain it w/ words.
LOL if you think a pic will make it easier to understand, here you go

- this is the navmesh from my racetrack. the theory behind it was explained in another titan sp thread

i couldn't find the other navmesh pic i was looking for, but here's one of the results of it - bots shooting the dam on Fushe Pass

QUOTE
There are some caveats to all this, but I think it can be workable.. if we ever get a 2142 Editor.
now that there is a
sv.allowTitanMovement 0 command it will make things a bit easier. i tried to re-install 2142 a few weeks back - even with a clean install, all i could get from it is a ctd and i haven't bothered again since
i'm guessing a dedicated BF2142 editor might not even be needed; everything for Titan SP should be achievable with the current ed, a text ed, and Rexman's tools (after all, we're only modifying, not creating something new)
Veinguard
Jul 2 2007, 06:19 PM
Somehow I was already thinking this same thing only in a simple form...
"Bots Won't Be Able To Use The Titan."
MasterChiefRulZ
Jul 2 2007, 06:40 PM
Personally I think the best solution would be ...
* Stationary titans that are navmeshed.
* Have rockets like in Titan Lite.
* Once Shields are down have new spawns appear on titan for both teams (invading team spawn on outside deck, defending team spawn in interior).
Is it possible to have spawn points appear once an objective is accomplished (such as taking down the shields of a titan)? Personally I think this would be the best/least fuss way, if it's possible.
KH BG LX
Jul 3 2007, 05:13 PM
MasterChiefRulZ
QUOTE
* Once Shields are down have new spawns appear on titan for both teams (invading team spawn on outside deck, defending team spawn in interior).
This idea turns complicated into just simplicity...
I also had thought why cant we just have it exactly like titan lite II but just have permenent bots protecting the titans at all times (sheilds up / sheilds down ) doesnt matter
exactly like titan lite II = bots running around capping silos / flags, killing each other (reducing enemy titan sheilds and hull ) as normal
with added spawns for permenent defending *Titan bots with no attacking bots if creating spawns for attackers aint possible. and just try to taking down an enemy Titan yourself...
Maybe able to be squad leader and squad members may be able to spawn off your back.. this may be a possilbe way to incorperate an entire squad to attack a Titan once your inside..
Just a suggestion.. like umm
2 bots protecting entry in each vent - top - on death say spawning from top rear deck
2 - 3 bots protecting each console - on death spawning from behind barriers
4 - 6 bots protecting the core - on death spawning from behind barriers
I know theres a few less bots on the ground but cant we just up the bot numbers to compinsate for the permenent titan bots..?
Is this or is this not a complicated task as mentioned in the 1st post..?
I know it aint quite like multiplayer Titan mod but is this idea as close as we could get ? or even this not possible..?
Dnamro
Jul 3 2007, 06:29 PM
I think we are getting overly complicated. I propose just focusing on getting the bots to fight aboard a Titan. I started a new thread to discuss it:
http://battlefieldsingleplayer.planetbattl...?showtopic=8040
msixp_k7
Jul 6 2007, 09:09 PM

I like it! Come on people breath new life into this game!

With all the talleted people on this forum it can an will happen
DEVILMAN1
Jul 6 2007, 09:15 PM
QUOTE(msixp_k7 @ Jul 7 2007, 11:09 AM) [snapback]79496[/snapback]

I like it! Come on people breath new life into this game!

With all the talleted people on this forum it can an will happen

Dream,Believe,Create,Achieve
Dnamro
Sep 6 2007, 09:45 PM
In the Conflict 2142 mod, in the map route 66, just off the highway is a static Titan sitting on the top of a hill. If you take an aircraft and land on top of the titan, you will land on the invisible shield. This supports my suspicion that the AI won't fire the Titan weapons because of the shield. Its also probably why the enemy aircraft won't fire on it either.
Taking a look at the code for the forefield, I found that it does have a collison mesh.
I had always assumed that the forceshield was spawned, but it appears to be actually part of the ship. So, when the forceshield takes damage, the Titan takes the same damage. The forceshield is destroyed when the Titan takes a certain level of damage. So, without a shield, the only disavantage is that the enemy can board the Titan when ever they want. But if the turrets are set to autofire, it should make it difficult.
But without a shield, bots and autocontrollers should be able to fire the Titan weapons, and the enemy bots should be able to fire back.
Has anyone tried to remove the forceshield yet?
Also, I don't know what the code is that triggers titan game mode to end once a Team's Titan is destroyed. Maybe it's hardcoded to the Titan vehicle names?
FFOLKES
Sep 6 2007, 10:28 PM
Yes. See my post over at TotalBF2142.
http://bf2142.totalgamingnetwork.com/forum...3690&page=3To Remove Exterior Shields from Titan:
Go to:
C:\Program Files\Electronic Arts\Battlefield 2142\mods\YourMod\Objects\Vehicles_server.zip\eu_titan
C:\Program Files\Electronic Arts\Battlefield 2142\mods\YourMod\Objects\Vehicles_server.zip\as_titan
Edit with Notepad:
eu_forcefield.tweak
eu_forcefield_big.tweak
as_titan_forcefield.tweak
as_titan_vb_shield.tweak
Change Code:
GeometryTemplate.isTitanExterior 0
ObjectTemplate.hasCollisionPhysics 0
Dnamro
Sep 6 2007, 10:54 PM
Thanks for the info. So, have you tested the Titan with bots without shields? Can the bots fire the turrets? Will the enemy bots attack the Titans?
FFOLKES
Sep 6 2007, 11:03 PM
No I have not tested with bots. Only verified that the code changes work to remove the shields.
Dnamro
Sep 7 2007, 01:00 PM
Ok, I will do some testing tonight with it.
Tested - and added autocontrollers but they still won't fire.
allahhooah
Oct 13 2007, 06:15 PM
i cant seem to get the editor to create the mesh of the titan

ive tried using titan playtest (as and EU)
ive tried cobbling together the pieces (exterior/corridors ETC.) still no dice
my theory was make an edge border around the heightmap which slopes on one side to the map's playable terrain , and the other half stretches way out to the titan. then gen the mesh with a maxed out combat area, copy the pathfinding to your 2142 folder using a more reasonable combat area.
the "black poly walkway" would eliminate islands and hopefully allow the bots to choose to fly to the titan.
i cant get the dumb titan to navmesh though- i tried a bunch of times here is a screenshot of the "bridge" doing its thing.

anyone else have any luck?
Dnamro
Oct 13 2007, 06:19 PM
I think its going to need a col3 mesh. Maybe we can see if EZ can help out.
SatNav
Oct 13 2007, 07:25 PM
.
Dtneter
Oct 18 2007, 12:16 PM
about the flying titan i made it so you can fly it

although its still a bit buggy it moves forward and acts like a big ship
Dnamro
Oct 18 2007, 02:17 PM
Nice. Titan vs Titan battles might be an interesting way to play with bots. I wonder if it would work to give the Titans some Anti-Titan missles?
CaptainPepsi
Oct 18 2007, 05:38 PM
Watch this video
Titan Tank The explosion at the end is sweet
allahhooah
Oct 18 2007, 05:45 PM
Dnamro
Oct 18 2007, 06:18 PM
Now the titans in that video was exactly what I was thinking about! My modding the Titans to give them some better weapons, you can have a great Titan vs Titan battle. Also, by removing the shield, the bots can use the titan weapons.
red.murder1
Jan 20 2008, 06:00 PM
Since The tian isn't moving or flying wouldn't it make more sense to be a building.That'd be really cool! I'd buy 2142 if that comes out
Dnamro
Jan 27 2008, 07:30 PM
QUOTE(red.murder1 @ Jan 20 2008, 07:00 PM)

Since The tian isn't moving or flying wouldn't it make more sense to be a building.That'd be really cool! I'd buy 2142 if that comes out
There is no reason that the titans can not be grounded. That is basically the way the map would need to be set up to allow bots to be able to fight in the titan.
Red Devil
Feb 18 2008, 05:42 PM
I wonder if Python could be used to link to the coordinates of separate Navmeshes in the Titans?
For instance, when a bot gets to a certain coordinate on the ground Navmesh (A Pod) and he lands on a Titan, then the spot he lands on is 'just' a linked (think pointers) continuation of the ground Navmesh.
Dnamro
Feb 18 2008, 07:17 PM
Satnav mentioned that there is a mod in development with working teleport python code, so that part is possible.
The other issue is that this would not change the requirement that the navmesh has to be one complete mesh, so the titans would have to be linked together by the navmesh. Now, possibly this connecting navmesh could be just hanging in the air between the two titans. Then if the teleports were set at the ends of each titan, the bots would teleport to the other ship instead of actually using the connecting navmesh.
Still, the titans have to be immobile, since navmeshes can not move with a ship. Furthermore, since the titans have to be immobile, it would be easier just to dock them on the ground, especially if you use the docking ports from the NS port bavaria map. All the Northern Strike stuff was added to the main game in a patch, Its free to use in your own map.
Red Devil
Feb 18 2008, 11:16 PM

Teleporting. I'm working on adding a fourth race to that for another game using C++.
I know a manic programmer who absolutely lives for challenges like this, but he's waiting for a replacement PSU. I'll show him the scent when he gets it back.
SatNav
Feb 18 2008, 11:38 PM
Dnamro
Mar 9 2008, 07:33 AM
From what I understand, the reason that no one has created an AImesh for the Titans is because the BF2/BF2142 model format can not be opened up in any modeling software in order to create the AImesh.
Xenephone
Mar 12 2008, 12:45 PM
I was disappointed to find Titan mode missing from SP as well. But I've got plenty to play with in the meantime

.
Apart from Nav meshes maybe there is a simple way to have something involving Titans (like the vid) for the moment. Can bot's simply spawn in the Titan vehicle as part of a squad like they do in BF2 vehicles (I'm new to 2142) ? Then at least they would gun and pilot.
x
Dnamro
Mar 12 2008, 02:49 PM
I added AI templates to them but had to remove the force shields to get the bots to fire the guns in the Titan Lite SP mod. However, in titan lite mod, the titan's engines are disabled, but the bots should be able to fly them. Getting bots to fly and fire the titans weapons would probably be the best idea, but the Titan's guns are primarily for defense and ground attack, and not very effective against other titans. The Rise of Hades mod, has upscaled the titans with some serious weapons for good Titan vs Titan battles, but it does not have sp support. I was going to look into adding AI to Rise of Hades mod, but just been too busy navmeshing recently.
Xenephone
Mar 12 2008, 02:53 PM
QUOTE(Dnamro @ Mar 12 2008, 03:49 PM)

I added AI templates to them but had to remove the force shields to get the bots to fire the guns in the Titan Lite SP mod. However, in titan lite mod, the titan's engines are disabled, but the bots should be able to fly them. Getting bots to fly and fire the titans weapons would probably be the best idea, but the Titan's guns are primarily for defense and ground attack, and not very effective against other titans. The Rise of Hades mod, has upscaled the titans with some serious weapons for good Titan vs Titan battles, but it does not have sp support. I was going to look into adding AI to Rise of Hades mod, but just been too busy navmeshing recently.
Well, yes, all in good time, as they say.
Is the video above from Rise of Hades ?
x
SatNav
Mar 13 2008, 08:56 PM
Dnamro
Mar 13 2008, 09:10 PM
Port Bavaria would be a good map to test it on by placing a Titan at a docking port, but the port would most likely need an AImesh as well. I would generate a navmesh for it you could create the Aimeshes.
Could you explain how to import BF2/BF2142 into max to create AImeshes in another thread?
allahhooah
Mar 13 2008, 09:19 PM
i was able to get a titan into max by importing a titan.obj from a preopt navmesh. i place a titanexterior i think it was ,
or the playtest. i cant remember what the static was , but it was in bp1 objects.
that vemork map has a meshed titan in it, but i never got around to converting it to qtr.
thats the ticket though , place the playtest in a map , mesh the map , then open preopt. or is it manifold ? i cant remember but it works

SatNav
Mar 13 2008, 09:30 PM
allahhooah
Mar 14 2008, 08:22 AM
that pic is a meshed titan exterior.
i meshed a titan_playtest ,the same way which meshed inside and out - i was wondering if u could use the generated obj.
file from preopt- , hit it with multi res to lower the polys a bit , then place that in your mesh- then you just have to line up your static titan in the editor. thats the method i used to get the sweet green circles on that pictured titan.
clivewil
Mar 14 2008, 10:06 AM
QUOTE
then open preopt. or is it manifold ?
manifold is just the terrain. preopt (pre-optimised) is the terrain plus the statics. dunno why they call it a pre-opt, because it's usually post-optimised to buggery and back.
korben_dallas
Mar 15 2008, 10:49 PM
If someone does actually take the time to try to navmesh the Titan, here's a few ideas I had brewing back in the day..
Take the Titan in Max and remove all polies except the rear deck and inner corridors. Then remove the innards in such a way that there is a single narrow non-intersecting path which starts at the rear deck and winds its way around the inner halls such that bots pass by the objectives in order they need to be destroyed. (This will make it easier later on when modding the objectives to get the bots to destroy them, and it will focus the action the way the inside Titan battle is meant to be played.) Lastly, build a simple ramp (ala Clive's BF2 carrier ramp or stairs) such that bots can walk off the rear deck of the Titan. Export this path + ramp as a BF2 (oops BF2142) object with the same center 0/0/0 and size as the Titan so it can be used in the Navmesh process and then replaced with the real Titan for gameplay.
Wow, that sounds easy..
SatNav
Mar 15 2008, 11:37 PM
Dnamro
Mar 16 2008, 10:45 AM
Looks awesome!
SatNav
Mar 16 2008, 10:14 PM
Wazanator
May 12 2008, 05:33 PM
Hey since the new map has a titan attached to the ground couldn't you get bots on that lvl?
EzPiKnZ[ONT]
May 12 2008, 05:37 PM
Yes and no. The Titans in wake are static, as opposed to all other maps in this title. It won't play out the same as bots don't understand the concept of the consoles, but the map can be made SP compatable for the most part.
Dnamro
May 20 2008, 08:33 PM
Maybe after Satnav finishes the AImesh.
SatNav
May 20 2008, 10:50 PM
korben_dallas
May 21 2008, 05:04 PM
Make a small object, like some sandbags or something custom that is invisible with the wooden fence aitemplate and iswalkable (sp?) property initially 0. Place that object as a standalone object such that it blocks the navmesh path into the Titan. When you run your navmesh generation, it will tesselate that area, telling the bots it is a special path that may be blocked/impassable (like the wooden fence or bridges). Remove that object from staticobjects, and then attach it as a child to the Titan shields, such that it is in the same spot as it was for the navgen. Now when the Titan shields go down, that child object will be destroyed, and the AI will be informed the path is open.
There are a few other considerations, like strategic areas and spawn points, but that should get the traffic flowing at the appropriate time.
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