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Number of fieldops on Beginners


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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!

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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?)

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  • 3 weeks later...

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

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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"

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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
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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.

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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

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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
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  • 4 weeks later...

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