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Posted: Wed Sep 24, 2003 4:13 pm
by E.Rommel
OK... now who is going to fix the spawn points? :D This would be a excellent map if the axis actually spawned correctly and there were some machine gun nests added for the bots to run to in the buildings.

Posted: Mon Oct 13, 2003 1:54 am
by M&M
i tried the map and it looks cool,but its not working well,every time i enter the map the allies win(without even selecting a player and without bots 2)
i removed the

Code: Select all

thread allies_win_bomb
line 2 c the map and i found no flak!!?? :? :shock: .maybe thats y the allies win (cause the flak is invisible or destroyed) .and i also loved that destroyed church with all those hiding places ,rly sad its gone :(

Posted: Wed Oct 15, 2003 5:34 pm
by falcon64z8
Yes would someone fix the spawn point and add more bots to play with, cause fighting 3 bots is boring. Also make the bots have better inteligent.

Posted: Wed Oct 15, 2003 11:17 pm
by El serg
can any 1 give me a scennshot of the bot?? PLZZZZZZ :lol: :roll: :wink: :arrow: :P :shock: :? :) :D

website for the download?

Posted: Wed Oct 15, 2003 11:19 pm
by El serg
:?: give me the web site of the download

Posted: Wed Oct 15, 2003 11:26 pm
by El serg
never mind i download it and 1 more thing HOW DO U USE IT ?????? :?: :?: :?: :?:

Posted: Thu Oct 16, 2003 1:07 am
by falcon64z8
to install it u would have to put the .pk3 file in your mohaa main folder, which maybe look sonething like program files/mohaa/main[/quote]

Posted: Thu Oct 16, 2003 3:11 am
by M&M
u can add more bots by editing the .scr ,its really simple.
1\open the .pk3 by any compression software(winzip,winrar,...)and then
2\look for the .scr (should be in mohaa\main\obj folder) ,the .scr should have the same name as the map.bsp.
3\open .scr with notepad
4\look for the lines

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level.alliesbots = 3 
level.axisbots = 3 
and simply change the number ;).then update the .pk3

however i dont think it would make a difference as there are a few path nodes 2 follow (used by bots) so it will either stay frozen or follow another bot .and i dont think u can make them smarter becuase u will have 2 put more path nodes and stuff.if u want 2 add more spawn points i think this will be more than helpful.

i have only one question,didnt any1 have the same problem i stated in the last post?,everytime i enter the map i get "allies win" after 2 seconds without selecting a player even.and when u use spectator mode 2 find the flak u dont find it,its invisible yet the red place where u stick the bomb appears[/quote]

Posted: Thu Oct 16, 2003 3:13 am
by M&M
u can add more bots by editing the .scr ,its really simple.
1\open the .pk3 by any compression software(winzip,winrar,...)
2\look for the .scr (should be in mohaa\main\obj folder) ,the .scr should have the same name as the map.bsp.
3\open .scr with notepad
4\look for the lines

Code: Select all

level.alliesbots = 3 
level.axisbots = 3 
and simply change the number ;).then update the .pk3

however i dont think it would make a difference as there are a few path nodes 2 follow (used by bots) so it will either stay frozen or follow another bot .and i dont think u can make them smarter becuase u will have 2 put more path nodes and stuff(involves editing the decompiled version of the map).if u want 2 add more spawn points i think this will be more than helpful./forum/viewtopic.php?t=5283&start=15

i have only one question,didnt any1 have the same problem i stated in the last post?,everytime i enter the map i get "allies win" after 2 seconds without selecting a player even.and when u use spectator mode 2 find the flak u dont find it,its invisible yet the red place where u stick the bomb appears[/quote]

Jv_map bots

Posted: Thu Oct 16, 2003 4:02 am
by tltrude
If it is using jv_map bots, you can set things in the console to change the game. Here is the web site:

http://www.planetmedal.com/freebrief/mo ... ok-manual/

There are other bot maps you can try there too:

http://www.planetmedal.com/freebrief/mohaa/bots/maps/

Posted: Tue Nov 04, 2003 6:25 pm
by Yarik
:shock:
That took a long time to convert and re-edit. Nice job.

If there is one project Im going to do that will be for me to reconvert Stalingrad and re-edit it and release the map file. I promise that (most likely not :twisted: ) by Christmas I will have stalingrad .map file released (edited).

Posted: Thu Nov 06, 2003 1:49 pm
by smartaiguy
Yarik wrote::shock:
That took a long time to convert and re-edit. Nice job.

If there is one project Im going to do that will be for me to reconvert Stalingrad and re-edit it and release the map file. I promise that (most likely not :twisted: ) by Christmas I will have stalingrad .map file released (edited).
wow good luck!!

Posted: Thu Nov 06, 2003 6:50 pm
by Yarik
Like I said I aint promosing.
Finals are coming up and I gotta study study and study some more.

Posted: Thu Nov 06, 2003 9:48 pm
by smartaiguy
Yarik wrote:Like I said I aint promosing.
Finals are coming up and I gotta study study and study some more.
Yarg! :evil: Hate Finals!! :evil:

Posted: Fri Nov 07, 2003 12:41 am
by small_sumo
How has this thread gone so far and no-one has pointed out BiG_HeaDs blatant number one mapping crime? He takes someone else's unfinished work (this map file was posted by bodybagger, he hoped someone would finish it to his standard by adding the church, the final touch) adds a lame prefab that doesn't even remotely look like it belongs there, throws in some bots and he releases it without a word of bodybagger.
Sheeeesh its the ultimate mapping crime and you guys shower him with praise.
BiG_HeaD should apologies and beg for mercy.
:roll: