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Posted

Hi everybody!

Could you please set the server in order to have 1 and only one fieldops on beginners?
I mean : as soon there is one fieldops no bot should be fieldops.
Sometimes we have 2 and even 3 fieldops in a team, 1 player and 1 or 2 bots.
The bots ruin the human actions with sending and even spamming arty or airstrikes where it is useless.

Thanks a lot!

Posted

I'd limit the bots in being able to pick fop, but not human players tbh. Only one is a bit restrictive if the server is to the fuller side. Is there perhaps an option to limit it based on player count on a team? I.e. 1 if < 7 players, 2 if more (or somethign like that?)

  • 3 weeks later...
Posted

i was talking about bots, human players use to share the functions (more or less).
As, in my opinion, the bots shouldn't be soldier, and overall mortar

Posted

Could you just kick those bots that pick fdops? Idk how it works, maybe new bot will pick fdops again. Or not, might be random? 

Posted

I had a quick look. I don't know how to fix it as it looks like it should be working. I dunno. 

Spoiler

if ( Server.MaxBots < 10 && Server.MaxBots > 0 )
        {
            Server.MinClassCount[TEAM.AXIS][CLASS.SOLDIER] = 0;
            Server.MinClassCount[TEAM.AXIS][CLASS.MEDIC] = 2;
            Server.MinClassCount[TEAM.AXIS][CLASS.ENGINEER] = 2;
            Server.MinClassCount[TEAM.AXIS][CLASS.COVERTOPS] = 1;
            Server.MinClassCount[TEAM.AXIS][CLASS.FIELDOPS] = 1;

            Server.MinClassCount[TEAM.ALLIES][CLASS.SOLDIER] = 0;
            Server.MinClassCount[TEAM.ALLIES][CLASS.MEDIC] = 2;
            Server.MinClassCount[TEAM.ALLIES][CLASS.ENGINEER] = 2;
            Server.MinClassCount[TEAM.ALLIES][CLASS.COVERTOPS] = 1;
            Server.MinClassCount[TEAM.ALLIES][CLASS.FIELDOPS] = 1;
        }
        else
        {
            Server.MinClassCount[TEAM.AXIS][CLASS.SOLDIER] = 1;
            Server.MinClassCount[TEAM.AXIS][CLASS.MEDIC] = 2;
            Server.MinClassCount[TEAM.AXIS][CLASS.ENGINEER] = 2;
            Server.MinClassCount[TEAM.AXIS][CLASS.COVERTOPS] = 1;
            Server.MinClassCount[TEAM.AXIS][CLASS.FIELDOPS] = 2;

            Server.MinClassCount[TEAM.ALLIES][CLASS.SOLDIER] = 1;
            Server.MinClassCount[TEAM.ALLIES][CLASS.MEDIC] = 2;
            Server.MinClassCount[TEAM.ALLIES][CLASS.ENGINEER] = 2;
            Server.MinClassCount[TEAM.ALLIES][CLASS.COVERTOPS] = 1;
            Server.MinClassCount[TEAM.ALLIES][CLASS.FIELDOPS] = 2;

I can set a limit on how many of each class there can be for each team though. So for example limit field ops to 2 per team instead of unlimited. That would stop bots all being field ops I suppose.

set team_maxSoldiers "-1"
set team_maxMedics "-1"
set team_maxEngineers "-1"
set team_maxFieldops "-1"
set team_maxCovertops "-1"

Posted (edited)

Right now, on Goldrush
I join allies, as fieldops. we are 2 fieldops, me and a bot.
I leave allies and join axis as fieldops, 2 fieldops in axis team

Edited by froggy
Posted
17 minutes ago, froggy said:

Exactly the same on transmitter.
So maybe the problem is N!tmod...

Hi, I had noticed on the nitmod server.

But also on etlegacy yesterday on a map
But also on etlegacy mod 3 fieldop in 6vs6 or I also saw yesterday 6vs6 3 panz opposite 1 bot and 2 players panz.

Posted

hey,

i tried to limit the potential of fields ops to maximum 2 per team on the files definition (on nitmod)

Please let me know if any better

Posted (edited)

at this moment, 3 fieldops in axis team. End of the map, new map and back to 2 fieldops

Edited by froggy
Posted (edited)

Today, map tankbuster.
I decide to be soldier with panzerfaust in order to destroy the tanks.
One bot took the panzerfaust 3 minutes after and i lost the panzerfaust.
He stopped being soldier, and was medic. I recovered the possibility to use the panzerfaust .
2 minutes later, he came back soldier, i lost the panzerfaust. And no way to send him to martial court... :lol:

Edited by froggy
  • 4 weeks later...

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