Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
Registered Member #2228 Joined: [ 03:22 ] [ 17 May 2009 ]
"Sir, we'd be happy to wrap up any subsequent releases. "
Sweat! Let me know anything you've got in terms of wish list or priorities. In the meantime, knowing this is alive, i'll be happy to start going through additional maps.
"I think we could assist with the pathmapping too in terms of the usual routes humans might take on the maps when off-road."
Absolutely. It was only the car pathmaps on some particular maps where i tried to restrict the vehicles to stay on the road rather than take shortcuts, but yes, tweaking the bot paths could go on and on.
"Speak more of this aggressive driving...?
They do need to put pedal to the metal a little more "
Yeah, stock BF1942 driver behaviors were definitely not written for racing but for little old ladies. I happened to be messing around writing a custom behavior (AIBehaviors.Con) for an Amphibius vehicle (A Ford GPA in FHSW) when he took off, ran down everyone in his path and didn't stop until he got to his control point. This occured from a combination of replacing land vehicle controls with sea controls and reordering/reprioritizing events in the behaviors. Using this in IS82 will make a big difference on vehicles that have no primary weapon (racers), but could probably be easily adapted for the vehicles with weapons as well. The difference is that the vehicles with weapons have to make a choice whether to stop and shoot someone or continue on to the control point. That's a subject in which no one is ever satisfied: They stop and shoot when they should move or vice versa. Otherwise, thanks for all the kind feedback. You've renewed my interest and I look forward to creating a new release. Matt