Luck of Duck wrote:
Thanks that is something I was looking for, I just dont / didnot undertand which of factors to number of enemy bots and how. I want that the player side has alot less of bot, I mean a huge deficit of of bot to player side. What should I mark to the map inits and where? (I mean I need a wireframe here)
Ok, let's see a bit...
start_game XML command comes with options
* soldier_capacity_model
*** having it 'constant' makes base ownership not affect capacity
*** having it anything else, makes it use the usual mode where faction's capacity is determined by bases and soldier_capacity_variance factor
* soldier_capacity_variance
*** the more bases a faction owns, the lower the average soldiers per base contributing to capacity becomes
*** let's not go into detail about this right now...
*** default is 0.25
* max_soldiers
*** general maximum amount of soldiers in the whole map all factions combined, used to scale capacities
* vehicles
*** 0/1, off or on
* player_ai_compensation (alias player_bot_compensation)
*** the more players a faction has compared to the other faction, the more extra bots the other faction gets
*** i.e. Invasion with 30 players on Greens, 0 for Gray, compensation=8 => +240 bots for Gray
* player_ai_reduction
*** the more players a faction has compared to the other faction, the less bots (capacity) they have
* xp_multiplier
* rp_multiplier
* friendly_fire
* randomize_respawn_items
* team_kills_as_score
*** useful for 1-faction deathmatch style score counting, killing fellows increases score
* initial_xp
* initial_rp
* base_capture_system
*** 'any', 'single', 'none'
*** any is the normal, any base can be captured
*** single only allows capturing the AI commander chosen target, no backdooring
*** none, well, no capturing takes place
* defense_win_time
*** simple KOTH timer
* clear_profiles_at_start
Further you can define faction settings inside start_game command
* initial_over_capacity
*** number of bots spawned initially over capacity limits
*** if capacity_multiplier='0', initial_ove_capacity could be used to set a number of bots in the map who eventually just run out given enough killing
* ai_accuracy
* capacity_multiplier
*** e.g. capacity_multiplier='3.0' - if a faction would otherwise have 100 capacity, they'd now have 300
* capacity_offset
*** e.g. capacity_offset='3' - if a faction would otherwise have 100 capacity, they'd now have 103
Therefore I'd say you can do this with init_match.xml, just place it in your overlay root, that should do it.
Code:
<commands>
<command
class="start_game"
vehicles="1"
max_soldiers="150"
player_ai_compensation="4"
xp_multiplier="1.0"
rp_multiplier="1.0"
friendly_fire="0"
base_capture_system="any">
<faction initial_over_capacity="0" ai_accuracy="0.94" capacity_multiplier="0.0" capacity_offset="10" />
<faction initial_over_capacity="0" ai_accuracy="0.94" />
</command>
</commands>
That would make Greens very small as faction, and Grey capacity go through the normal scaling depending on amount of bases they've got.
Capacity_multiplier=0.0 might be "dangerous" as it can also mark a faction neutral if those bugs are still floating around. In such case just use a very small number.