Battlezone Universe

Battlezone Universe => Maps and Modding => Battlezone 2 => Modding Tutorials => Topic started by: Havoc40k on January 24, 2007, 11:11:02 PM

Title: Mapmaking - Paths for IA
Post by: Havoc40k on January 24, 2007, 11:11:02 PM
I'm busy working on some IA maps, just for $#!ts and giggles, and maybe to post online (but i'll cross that bridge when I get there).

I've got some maps up and running, but i have OOONNEEEE small problem... The enemy vehicles are following the paths set by the map that I seeded them off of. They bunch up along the side of a valley wall, trying to scale a near vertical climb, and sit there for the whole game. Can any body explain to me how to change this so that they catually follow the new map's terrain features, and not the old one's?

Also, as a sidenote, I've made an enhanced version on the IA Dunes, with the map borders and the hills in front of the basesmore lumpy and not flat, and with more dunes, making it more Dune-y :-). I'm not sure who to ask to get it online, but if you do want it, just PM me with your aaddy and I'll shoot it off to you.

Havoc
Title: Re: Mapmaking - Paths for IA
Post by: Red Spot on January 25, 2007, 08:19:07 AM
3 things;

-or your cliffs are too steep or to shalow
(do also note that if you make like a very square object and than want the AI to go to the other side theu have a hard time getting around, blend the edges so it gets more round and the AI generally has an easier time pathing across a map)

-you ended up with some pathpoints in/under/ontop of a hill
(if a stage/hold point is where a hill is units wont do anything untill they reached the stage/hold point, wich they never will ...)

-or this may perhaps be usefull if implemented;
http://www.bzuniverse.com/forum/index.php/topic,6698.0.html



G
Title: Re: Mapmaking - Paths for IA
Post by: Havoc40k on January 25, 2007, 10:17:15 AM
My problem would be under your second option:

-you ended up with some pathpoints in/under/ontop of a hill
(if a stage/hold point is where a hill is units wont do anything untill they reached the stage/hold point, wich they never will ...)

the seed-map (IA-Canyons) was relatively flat. The new map is set on Venus, with 100m+ cliffs, and you battle in the valleys and ravines caused by erosion. so I'm thinking the path-points are sitting +-80m UNDER the surface of the terrain. The Scions just klump against a canyon wall, sit there, mill around abit, and generally have an attack of the stupids. What I was wondering is how do I move said unreachable pathing points so that the units travel AROUND the canyon walls and not try go through them...
Title: Re: Mapmaking - Paths for IA
Post by: Red Spot on January 25, 2007, 12:37:52 PM
when you've activated the editor (note; you dont have to be in it, it just needs to have been activated) press "shift+F9" and a the editor will switch to a yellow/blue editor wich allows you to move/add/remove paths.

press 1 than 2 than you can select a path or make a new one, once one has been activly selected you can remove it by pressing delete
every map should have a few paths to work wich are;
-Recycler
-RecyclerEnemy
-stage1 (to 3)
-hold1 (to 4)

optional are
-tank1 (to 3)
-tankEnemy1 (to 3)
-turretEnemy1 (to 3 or 4)
-gtow1 (to 5)

additionally you can spawn extra human and AI units/buildings by using the following;
mpic#_fvscout_ivscout
or
mpiC#_vscout

# -> a number used only once meaning if you have 2 mpic2 paths only 1 would work and it may break any other spawn-paths
use c/C (or h/H for the human team) to specify exact units/race or use the capitalisation to spawn a "general" unit

make sure that the paths are all at relativly flat terrain and in such a position the AI wont stage an attack facing a huge wall dead-center ...

you may wanna first of all read the "netvars.rtf" documents in your root BZ2 folder ...
(its basicly a much better explanation of what I tried above ..)



G
Title: Re: Mapmaking - Paths for IA
Post by: Lizard on January 27, 2007, 03:26:27 PM



I think I'll make this thread sticky aswell while I'm at it.


I dunno how many times I've had to explain path points and shift-f9 to folks.   :-)

Title: Re: Mapmaking - Paths for IA
Post by: Havoc40k on January 28, 2007, 12:38:34 AM
HEy, Thanks Guys. It's still buggering me around, but I HAVE got them to move around the terrain. I'll fool around with it some more and try fix the rest of the problems.  :-)

Also, I've uploaded  my modded Dunes map. Here it is:

http://savefile.com/projects/1073374

Hope everyone likes it. Feedback would be appreciated  :-D
Title: Re: Mapmaking - Paths for IA
Post by: Red Devil on January 29, 2007, 10:14:39 AM
From the 1.3 Changelog:

- Added more AIP stages for mapmakers. Previously, 'stage1' 'stage2'
and 'stage3' were available. Now, 'stage1' thru 'stage32' are available,
with the game counting the number available at map load time. Any break
in the order stops the search, so a map with stages 1,2,3,4,6 would only
use 4 stages, 1..4. [NM]
Title: Re: Mapmaking - Paths for IA
Post by: GreenHeart on May 24, 2007, 11:52:28 AM
1.3 Requires the following paths

ENEMY'S TEAM
---------------------------------
RecyclerEnemy
turretEnemy1
turretEnemy2
tankEnemy1   
tankEnemy2   
tankEnemy3 

hold1     // Enemy Turret Hold Point 1
hold2     // Enemy Turret Hold Point 2
hold3     // Enemy Turret Hold Point 3
hold4     // Enemy Turret Hold Point 4

gtow1
gtow2   
gtow3 
gtow4 
gtow5

stage1 
stage2
stage3
thru 'stage32' are available,    //  (1.3


PLAYER'S TEAM
---------------------------------
Recycler     // Player's Recycler

tank1     // Tank 1
tank2     // Tank 2
tank3     // Tank 3



EXTRAS:
---------------------------------
edge_path  // MAP EDGE
power1     // POWER UP 1
power2     // POWER UP 2
power3     // POWER UP 3


Also i usually add the following paths to the GreenHeart mpi maps. (Not Required)


GreenHeart Style Custom Paths:
---------------------------------
mpic1_fvturr_ivturr_  //Scion & ISDF Turret

mpic1_ibmtow1  // ISDF Mortar Tower
mpic1_ibagtow1  // ISDF Assault Tower
mpic1_fbspir_ibagtow1 // Scion GunTower & ISDF Assault Tower
mpic1_fbstow_ibstow1  // Scion & ISDF Rocket Tower
Title: Re: Mapmaking - Paths for IA
Post by: Lizard on May 24, 2007, 12:08:15 PM
while I think about it I may aswell copy the fleshstorm path point data from the other thread and put it in here so that all this stuff is in the same place:

Path points for Fleshstorm ( all modes IA and MPI ) :



Swarm :

RecyclerEnemy - resequencer


leech1
leech2
leech3
leech4    -  leeches
leech5
leech6

sfact -  gestator

sresp - respirator


Gtow1
Gtow2
Gtow3 - protectors
Gtow4
Gtow5

scortex - cortex

splice - splicer

nclust -  neural cluster

infu - infuser


BlackDogs :



recBD - Recycler


powBD1
powBD2 - power generators
powBD3

factBD - factory

bunkerBD - com bunker

armoBD - armoury

serviceBD - service bay

gtowBD1
gtowBD2 - guntowers

techBD - tech center



Scion :


recs - Matriarch

kiln - kiln

antenna - antenna mound

stronghold - stronghold

dower - dower

spire1
spire2 - Gunspires
spire3


Mechana :


M_Fact - producer

M_Pow1
M_Pow2 - power generators
M_Pow3

M_Com - com building

M_GT1
M_GT2
M_GT3
M_GT4 - guntowers
M_GT5
M_GT6
M_GT7


EDF :




rece - recycler

power1
power2 - power generators
power3

factory - factory

bunker - com bunker

armory - armoury

servicebay - servicebay

gtow1
gtow2 - guntowers

techcenter - tech center


additionally if you wish to make more maps like the mechana one you will need the following extra path points for the EDF :

power4 - power gen

train - training center

bomb - bomber bay

gtow3 - guntower




maps will also need several stage points.



for the player the path points :


Recy - recycler

Cons - Phaer Rhan Overlord

are also required for IA.



and in MPI:


mpih_pvcons - Phaer Rhan Overlord

Recy - recycler



and that's about it.
Title: Re: Mapmaking - Paths for IA
Post by: Avatar on May 24, 2007, 01:35:40 PM
Really?  You manage with that few Fleshstorm path points?    :evil:

:roll:

lol

-Av-
Title: Re: Mapmaking - Paths for IA
Post by: Lizard on May 24, 2007, 01:48:17 PM
Quote from: Avatar on May 24, 2007, 01:35:40 PM
Really?  You manage with that few Fleshstorm path points?    :evil:

:roll:

lol

-Av-


yeah, I kept it pretty simple.
Title: Re: Mapmaking - Paths for IA
Post by: Avatar on May 24, 2007, 06:59:00 PM
Well, it's barely four pages worth if I print it out... I don't know how you squeak by with that few...

God, I suck at sarcasm, don't I???    :lol:

You must've gotten AWFULLY tired of making maps, placing that many points on each map...  and I cringe at the thought of the Scriptor script...

-Av-
Title: Re: Mapmaking - Paths for IA
Post by: Lizard on May 24, 2007, 07:23:02 PM
if you make a blank map with all the paths already in it all you then need to do is move them around a little, import a new terrain and away you go ;) .


the DLL wasn't too complicated a lot of the work was done by the aip's, but I kept them simple aswell with no switching or any crazy stuff like that, the simpler something is the less there is to go wrong with it.
Title: Re: Mapmaking - Paths for IA
Post by: K-Chan on December 02, 2007, 05:17:12 PM
I have one question. What to the Stage point mean? Like stage1, etc?

What are these paths used for?
Title: Re: Mapmaking - Paths for IA
Post by: Avatar on December 02, 2007, 05:21:01 PM
That's where the AI will send units to wait to attack you.  As it makes Tanks, for instance, they'll bunch up and then head for a staging point.  They'll sit there for a bit and then come attack you.  This way not all attacks come from the AI Base, where you could easily bottle them up.

Use this to have them go somewhere, then hit the human base from an unexpected direction.

-Av-
Title: Re: Mapmaking - Paths for IA
Post by: bigbadbogie on December 02, 2007, 06:45:04 PM
wouldnt it actually be smarter to remove them for vets because then that would be unexpected?
Title: Re: Mapmaking - Paths for IA
Post by: GreenHeart on December 02, 2007, 08:39:55 PM
Quote from: bigbadbogie on December 02, 2007, 06:45:04 PM
wouldnt it actually be smarter to remove them for vets because then that would be unexpected?


eh, pb3 was released awhile ago.  pb4 has been released yet.  The vets should be able to figure out where the enemies will come from just by looking at the layout of the terrain.  If the map make puts in enough stage points then you'll  never know which direction you'll  get attacked by next.  before you start complaining my maps, just be thankful i'm not using the g66 dll with the maps I create, otherwise  it might take more than two hours to defeat them.
Title: Re: Mapmaking - Paths for IA
Post by: Avatar on December 27, 2007, 12:03:51 PM
I can beat your maps in much less than that if I just keep making APC's...  hole up in your base and just keep sending in APCs...  use the scrap from the massive attack waves to make more APCs and send them in from all directions...  works like a charm.

GAIPS, otoh, doesn't fall for this as the AI throws things back up again as fast as you take them down.  The most evil thing Natty has is the AI Constructors...  and the blatant, 'we don't worry about scrap' is in your face all the time...

This is not intended as criticism, nor should in any way make you change the 'Greenheart' maps.  I love them, and the pre-placed defenses make for a different challenge than a GAIPS map.  It wouldn't be the same if the AI tossed them all back up again, as then the maps would be pretty much unplayable.

Getting back to path points, the whole point of playing MPI is to get the AI as close to being a human player (without the attitude) as possible.  Using staging and hold points is one way of doing this.  A good commander won't just keep tossing units at you straight from his base, he'll mix and match and hit you from all over.  I personally like the feel of a map with well-placed staging points as it makes the AI seem like a busy army out to destroy you.

-Av-
Title: Re: Mapmaking - Paths for IA
Post by: Zero Angel on December 27, 2007, 02:42:55 PM
Agreed. I like how in G66 Iceberg how the AI will stage units out to the outer regions of the map behind your base and hit your base with a nicely coordinated pincer.
Title: Re: Mapmaking - Paths for IA
Post by: Red Devil on December 27, 2007, 02:55:54 PM
ZTV Death Ray has a Bomber Blocker that kills any aircraft sent towards the AI base.  It also has boulders rolling down the hills, etc.  Love it.
Title: Re: Mapmaking - Paths for IA
Post by: TheJamsh on December 28, 2007, 05:28:17 PM
is G66 not included within pb3 anyway? if not does it work with it?

help wanted =]
Title: Re: Mapmaking - Paths for IA
Post by: OvermindDL1 on December 29, 2007, 01:36:03 AM
G66 Version 2 works with 1.3, and is even more hellish.   There are beta's of it around on the G66 board here I think.
Title: Re: Mapmaking - Paths for IA
Post by: GreenHeart on December 29, 2007, 02:01:03 PM
Quote from: TheJamsh on December 28, 2007, 05:28:17 PM
is G66 not included within pb3 anyway?

Eh, g66 was never added to the 1.3 patch however g66 2.o was release seperatly. All the 1.3 public beta releases use the mpi stock dll & stock13 aip files.  The public beta release do however contain some maps i've created that were orginally setup to be harder & last a lot longer.  The GreenHeart type mpi maps were included in the public Betas since they caused alot more beta testing to take place & were fun to play.  I'd really hate to see how hard those greenheart type mpi maps would get with the g66 mod.
Title: Re: Mapmaking - Paths for IA
Post by: TheJamsh on December 29, 2007, 07:20:32 PM
i played it today... freakin awesome!

at first i thought it was AI improvement in all areas... including instant games.. apparently not...

the maps are good too
Title: Re: Mapmaking - Paths for IA
Post by: OvermindDL1 on December 30, 2007, 03:44:29 AM
G66 is *very* dll based, and he only works on multi-dlls, so yea. :)
Title: Re: Mapmaking - Paths for IA
Post by: TheJamsh on May 08, 2008, 08:34:55 AM
i am somewhat confused however, on the AIP selection screen, we have the "stock 1.3 DLL's" (this is in instant skirmish mode btw)

easy
standard
hard
extreme
insane

are THESE the G66 AIP's/DLL's for 1.3pb3?
Title: Re: Mapmaking - Paths for IA
Post by: OvermindDL1 on May 08, 2008, 04:48:29 PM
Nope, none of them are related to G66 (as stated G66 is *very* dll based), just different AI's that members around here have themselves made.
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Title: Re: Mapmaking - Paths for IA
Post by: Red Devil on May 08, 2008, 05:53:19 PM
Download/install the zip in the G66 for 1.3 All-In-One thread in the PB3 board. It pulls in the right .CFG's and the G66 AIP's.