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Working Smoke Grenades against bots
Posted in: Coding
Posted 2018-09-23 at 03:55 by Arab


Hello all!

Today I'm proud to announce that smoke grenades will finally make a come back in COOP!

The reason why they were taken out is because they never worked against bots. They were able to see through them, making cover useless. This has been a problem in Battlefield 2 since it's release, and therefore many servers opted to prohibit using smoke grenades against bots.

...Until now.

So I am pleased to say that all smoke grenades will now properly against bots!

These apply for all smoke grenades including Underbarrel Grenade Launchers but excluding Signal Grenades.

How it works:

The smoke grenades spawn an invisible sphere collision mesh which is created as a Projectile to be used against bots. Using the napalm system (GLU-1) to create a spawner, it spawns an invisible Player Controlled Object with mapped materials and detonation code that uses the collision mesh when the projectile is activated.

Smoke Grenades and UGL SP versions are created to use each spawners with varied delays and only for _sp kits/factions. This is to ensure that it remains in the COOP gamemode only.

The concept of this system was created by SatNav in the BF2SP Community, a retired, knowledgeable, veteran BF2 modder who has contributed a lot in our understanding of the BF2 Engine and modding in general.

Initially, it is an Emitter that uses the invisible sphere Collision Mesh and Air Map Material as a Particle Effect. This was attached to the Smoke Grenade effect and set to spawn upon firing. The only disadvantage was that it only worked in Offline mode.

Since then, many other modders set out to improve upon it and make it work online.

How to use:

For Smoke Grenades: A 15 second delay when the projectile lands. Simply wait for the smoke effect to completely fill at its peak before moving.

For UGL's: A 1 second delay when the projectile lands.

It is also included for the new ninja _sp kits so admins can freely use it against bots!


The same system will be incorporated for Vehicle Smoke Launchers too, allowing land vehicles to avoid sticky situations in COOP.

This feature will make gameplay more immersive and realistic, allowing teammates to make revives safely, provide cover or as a distraction.

Expect this feature to ship out with the v1.6 update when it's released!

See you on the battlefield!
Updated 2018-09-23 at 05:12 by Arab
Views: 4541 | Comments: 16


Comments
Total Comments: 16
  1. Old Comment
    Finally
    thanks for your hard work
    Posted 2018-09-27 at 21:47 by DogF1GHT DogF1GHT is offline
  2. Old Comment
    milosv123344's Avatar
    I can't believe we finally lived to see the day, thank you so much for your hard work!
    Posted 2018-10-01 at 23:33 by milosv123344 milosv123344 is offline
  3. Old Comment
    Hey Arab, that's great news, waiting so long for that, being a player that mainly plays coop.
    I am wondering if this solution would be applicable to bushes in maps with a lot vegetation as well, cause bots technically view though bushes which makes such maps a whole different experience in coop compared to playing them in p vs p.
    Posted 2018-10-14 at 23:04 by Dr. Phil Perlmutter Dr. Phil Perlmutter is offline
  4. Old Comment
    Hm, are we going the absolutely same way with somebody, or is it my config?
    I've implemented the same a year ago or so.
    I gave a tweak to some modders too this summer:
    http://www.battlefieldsingleplayer.c...howtopic=15744
    I wonder 'cause there is a some irony: I used "the napalm system (GLU-1) to create a spawner, that spawns an invisible Player Controlled Object with mapped materials and detonation code that uses the collision mesh when the projectile is activated", then I've implemented the smoke greande, based on SatNav colmesh, and also the vehicle smokescreens.
    https://www.youtube.com/watch?v=ez9QSLDrSnA
    https://www.youtube.com/watch?v=UVKJDHKQByk
    In process:
    https://youtu.be/QkhXfW_xT4s

    I'm very grateful to PR team for their mod, as it brings me to modding, and I always glad to share my work with them, like it was with AI bomber cars implementation (but you've made your own) or other stuff. I never asked nothing for my own work, but if it is my work, it will really hurts me. I've spend years to implement this feature, and only a couple of people thanked me...

    Quote:
    I am wondering if this solution would be applicable to bushes in maps with a lot vegetation as well, cause bots technically view though bushes
    Technically it is very simple to make bots to not see through the leaves, and it doesn't needs any tricks, but it would be a very bad decision, 'cause their behavior will become very weird.
    Posted 2018-10-17 at 13:51 by MaxP MaxP is offline
    Updated 2018-10-20 at 02:59 by MaxP
  5. Old Comment
    Quote:
    Originally Posted by MaxP View Comment
    Technically it is very simple to make bots to not see through the leaves, and it doesn't needs any tricks, but it would be a very bad decision, 'cause their behavior will become very weird.
    Is that a fact or speculation?? Cant bots have a code that will let them know they can walk through a special object that is a vegetation but cant see through them? Lot of maps are unplayable CoOp because of this issue, like Sareeme which is my favorite!
    Posted 2018-12-03 at 21:09 by space1 space1 is offline
  6. Old Comment
    It's reported that if it is made cannot see through leaves the bot would be not working well fighting at open space.
    Posted Yesterday at 04:31 by ssd21345 ssd21345 is offline
    Updated Yesterday at 04:38 by ssd21345
 


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