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21 Oct 2019, 00:00:00 (PRT)
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Old 2017-09-07, 16:01   #1
Michael Z Freeman

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Default Fix released for Commander artillery in Coop/SP ?

Hi. I have not tested this.

Auto Artillery(AI commander) plugin addon - Battlefield 2 - Mod DB

Auto Artillery(AI commander) plugin file - Battlefield 2 - GameFront

AI Commander for 1.5 - Battlefield SinglePlayer Forum

I hope the PR Coop/SP devs can have a look at this as this would be pretty cool in PR. It would (could?) also give back the objective of destroying commander radar to prevent commander artillery (as it's done by satellite). I can't remember if this works the same in PR but suspect it can be done by destroying the commander truck and tent.

So I suspected this could be done using Python (I think the add-on is just Python and not an exe hack) but never had time to delve into the Python files.

Watch out PR bots and Coop players; just maybe, watch the skies !

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Old 2017-09-07, 16:50   #2
Jabil_One
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Default Re: Fix released for Commander artillery in Coop/SP ?

You dont call in the artilery sofar i understood. It's like an random generated arty for both sides.
I also read its cause massive lags.
Its not the same arty like the BF2 ai commander one before patch 1.5. I would say its equivalent with the botmortars but needs more ressources. The botmortars cause much less lags and ressources but more tk's.

But respect for the work for singleplayer/coop.
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Old 2017-09-07, 17:13   #3
Michael Z Freeman

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Default Re: Fix released for Commander artillery in Coop/SP ?

No, but look at the discussion on BFSP. It replicates the behaviour of vanilla AI Commander when he watches positions. When it used to work (pre 1.5 patch) if you stayed in one position the AI Commander would eventually send in an artillery strike. I seem to remember that you could combat this by hiding undercover somewhere so he could not see you on satellite. He would also attack a CP once it started being taken.

The lag could be bugs that need fixing.

Yes, the PR mortars are cool! But not quite as dramatic as a full arty strike even if they are nasty little buggers.

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Old 2017-09-07, 18:07   #4
Jabil_One
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Default Re: Fix released for Commander artillery in Coop/SP ?

You could tweak the mortars so that they firing artillery shells or subartic low flying tactical nukes

I was more talking about the SYSTEM that is used.

The arty fix is a massive pythonscript that run in background and makes it false true decisions.

The mortar is an stationary weapon operated by a bot so practically using the standard game mechanics.
That's also a reason why they are so cool. No special magic extra super codelines.
So simple.

Running this pythonscript AND PR's gamemechanics/gamemode scripts what you think would happen performance-wise and only to have all 2-3 minutes some powerfull explosions on the map?

I could code a super artillery that has the same effect. I create a simple dummy stationary weapon that fires an arty shell projectil and setup the camera position with topdown view (like sitting in the satelite) 500 meters midair on a map with 1000 meter viewdistance. The bot spawns in, looking down and shoot as soon he see an enemy.
Same could be done with rockettechie. I did it with USI's bm21 but the angle of the launchertubes are to much restricted and i'm totally noob in rotationalbundles. I wasn't able to change it but it was already a pure missile inferno when you park it on tophill.
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Last edited by Jabil_One; 2017-09-07 at 18:15..
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Old 2017-09-07, 20:18   #5
Michael Z Freeman

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Default Re: Fix released for Commander artillery in Coop/SP ?

OK, I hear what you're saying. At least this shows it's possible. Maybe the Python could be made a lot more less intensive. Anyway I need to try out the add-on before I say anything else.

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Old 2018-01-14, 17:23   #6
Michael Z Freeman

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Default Re: Fix released for Commander artillery in Coop/SP ?

So this appears to have been updated with a possibly faster script. I'm also seeing references to modifying the bf2 executable that mentions artillery so I wonder if it could be hacked back (with supply drops as well although I'm not sure PR even had that) ...

https://www.scribd.com/doc/4146736/C...r-hack-for-BF2

https://www.unknowncheats.me/forum/b...5-offsets.html

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Old 2019-05-29, 12:07   #7
Michael Z Freeman

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Default Re: Fix released for Commander artillery in Coop/SP ?

Thought I'd post again as this script has been updated since I posted. I need to test it, although not sure if I can with PR as I've had trouble integrating things with PR before (compiled python files?). But I'd love to see PR take this up as I've always missed AI commander artillery in PR since the 1.5 patch. Maybe it can be applied to other PR features as well.

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Old 2019-06-06, 06:23   #8
[R-CON]​Double_13
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Default Re: Fix released for Commander artillery in Coop/SP ?

The possibility for AI arty would be great but would also be potential problematic as it can lead to huge TK's on the bot side. However risks must be take and I cant wait for bots dropping Jdams on the hoomans.

I assume that you would have to tweak various parts in order for this to work in PR. This mainly as calling Arty involves an officer opening the radio and calling it in. However this might not be an problem as it might be able to be bypassed allowing the bots to use the old method (no radio) of calling it in.

The Requesting orders (the bots send) is already an example of this. The humans do not have this request available while the bots are still capable of sending it. Assuming this is the problem than all that has to be done is add the request arty command back on the hidden bot menu and off you go.

However as its BF2/PR its unlikely to be something this simply.
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Old 2019-06-06, 16:37   #9
[R-CON]​Fastjack
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Default Re: Fix released for Commander artillery in Coop/SP ?

My opinion is that PR doesn't need this arty.
We have already bot mortars. It would feel more realistic if we create an botmanned artillery.
I dont like python scripted artillery but botmanned ones is a different story.
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Old 2019-06-15, 07:56   #10
[R-CON]​Double_13
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Default Re: Fix released for Commander artillery in Coop/SP ?

You got a good point @fastjack, mortars are more realistic.

However, we both know the locations of bot mortars are known to those who play and often they are always taken out before they even pose a threat.
An optional random arty strike every 10/20 min would be an variable potential campers/inf would have to take into account. But yet again i think fixing it with mortars would be more usefull.

My purposed plan to random spawn statics (mortar/tow/aa) on prefixed points (like ins random cash spawning) might be the the ideal solution.
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