Instructions for importing the BotHunt to custom maps.
The following is a list of elements that are nessecary for the BotHunt script to run on your map.
(I suggest making a new mod for your missions, so that you do not corrupt the mod which contains the map, unless of course you are adding the BotHunt script to a map which you are releasing. The best way to do this is by accessing the mods option under the file tab in IGOR before you open any mission.)
Map (your map)
bh2.gtf (located in the mission folder of any of the BotHunt mods I have released.)
bot actor file (you can create as many bot actor files as you like, and they can be named anything you like, the actors are only referenced in general, and are not name specific. As well, you can adjust the combat stats for your actor to suit your liking. I will say that I have found the leadership points to be the most important. They seem to really dictate how well they will work as a team, and find cover, frag accurately, ect.)
bot kit file (This can also be named as you like, and could in fact be varied. These need to be assigned to the actors manually as they are not referenced by the script either.)
I had originally wanted to create several bot actors and kits, in the same manner as the opposing force actors and kits are, and then add some script to assign them at random. I may still try to do this, but I have the script about to that maximum bits mark now, so it may never happen.
With those elements in place, and your map mod and new bot mod activated, you are ready to begin. I will suggest also selecting you new bot mod(or map mod which you are creating bot missions for) as the default mod for the editor from the mods option on the file tab in IGOR, before you load any maps or missions. This will make the job of assigning the kits to your actors much easier. thumbsup.gif
Create a new mission using either the mission template you have created for your map, or creating a new template using your map's environment. You will need only the four bases usually needed for GR. They need to be named exactly as follows;
Base 0
Base 1
Base 2
Base 3
If at this time you have bases in your template, rename them anything except the above names(eg. Base 0/) If you don't have the bases added yet, that's fine, saves you a few seconds.
Now you are ready to import the script. Go to the script tab and to the import option. Browse to the mission folder where you have copied the bh2.gtf file and import it. Before you do anything else, you need to check the script to see if it has imported properly. To do this you will open the script, hit the edit option, and when the edit window opens, select the tags option. This will bring you to the tags where you can verify the number of script references fo reach tag. For some reason sometimes the script gets a bit jumbled when you import it, and no, it isn't even from the missing objects. The particular tags that need to be checked are three, they are the E1 actors, E2 actors, and E3 actors references. These should all have 8 references each, if they do not, re-import the script. It usually works fine the second time around. When you import the script, you will be informed of some missing objects which will not allow the game to be played ect. We will be adding these, so do not worry.
Now, rename your bases back to the proper names, or create them with the proper names. As you do this for each base, you will be prompted if you want to use this object as the object which the script references, and you will of course say yes. This having been done for all four bases, we shall move on to the next step.
You will now create your enemy company, it must be named as follows;
Company E
You will create one platton named as follows;
Platoon E
You will create three teams and name them;
Team E1
Team E2
Team E3
As you create and rename each of these to the proper name, you will once again be prompted if you want to link these objects to the references of the same name, and you will select yes.
You can now add your bots to the teams, adding five to each. Set up those actors by using the check boxes in thier property window to have one visible on each team in easy, three in veteran, and all five in elite mode. Place them in a location away from any of the bases. (They will be teleported to a random base at startup, and you don't want the player to see them when the are spawned.) Assign them thier kits and we are on to the next step.
The next step is to add the six static plans which make up the behavior commands for the bots. They will placed in the trigger plans area, and they must be named as follows;
Plan A.0
Plan A.1
Plan A.2
Plan A.3
Plan B
Plan C
The first four plans are almost identical, except for the single waypoint which will be the last step in the plan, and which will be placed at the corresponding base to the number after the A. Plan steps for plan A are as follows;
Alertness - locked to combat
Stance - this can be left unlocked, or locked to crouch for foggy/night maps, or anywhere you would like the bot to move a little more cautiously.
Pace - locked to run
Combat ROE - Assault
Movement ROE - Advance
Grenades - enabled
Formation - locked to scattered
Path - single path point placed within the zone marked as base x, x being the number after the A in the plan.
The second plan is plan B. It is basically the combat plan, and it essentially just removes the path plan from the bots, allowing them to focus on killing you. It's plan steps are as follows;
Alertness - locked to combat
Stance - set to crouched
Combat ROE - suppress
Movement ROE - advance
Grenades - available
Formation - set to scattered
Plan C is the pause, or reset plan, it is assigned to the bots, while they calculate which direction they would like to go next. It's plan steps are as follows;
Alertness - locked to combat
Stance - locked to crouch
Combat ROE - recon
Movement ROE - hold
Grenades - disabled
Formation - set to scattered
That's it, once again you will be prompted with the naming of each of those if you want to use them for the references in the script, accept. With all that done, you should be able to name your mission, select it to be playable in SP and in COOP modes, and save it to your mission folder.