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	<title>Single Player</title>
	<description>Export SP feed from BFEditor.org</description>
	<link>http://bfeditor.org/forums/index.php</link>
	<pubDate>Fri, 18 Mar 2146 20:03:27 -0800</pubDate>
	<ttl>60</ttl>
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		<title>Navmesh Creation In Max,and Questions</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=14142</link>
		<description><![CDATA[ive never used the sp tool in the editor or generated navmeshes but i have a clear understanding of how it works but i'm curious about a few things.<br />.<br />how are babies made...jokes! <img src="http://bfeditor.org/forums/style_emoticons/default/laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" /> <br />.<br />im building a scifi complex,kinda like doom3 levels,and i'd like co-op and sp to be an important aspect of the mod...<br />1.do bots have any issues spawning inside or ontop of static objects?.<br />2.do i need terrain in the navmesh?.<br />3.can ai paths run in 1 direction?<br />4.can i make a bot fall off a ledge?,question 3 and 4 tie in together,cuz i'd like the bots on 1 team to jump/fall out of vents into a room,and i dont want bots on the other team following that path and spinning in circles under the vent.<br />5.the most important question,besides setting up ai paths and all that in the editor ,can i create all navmeshes in 3dsmax?,avoiding the whole bf2ed navmesh generation.<br />6.will bots use an alternitive path if the path is blocked by a vehicle?<br />.<br />i will most likely have more questions...thanx for you help.]]></description>
		<pubDate>Fri, 22 Jan 2010 17:58:46 -0800</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=14142</guid>
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		<title><![CDATA[Can't Solve Memory Crash]]></title>
		<link>http://bfeditor.org/forums/index.php?showtopic=14130</link>
		<description><![CDATA[I recently navmeshed a map for PR 0.9 and the infantry mesh has 72k polys and vehicle is 30k, however I can't even play it because it mem crashes before it even finishes loading, running with 40 bots and all my gfx on high. The only way I got it to run was by setting all my gfx to low and running it only with 3 bots and even then it crashed 10 minutes into the game. <br />I asked the other SP devs what the biggest inf meshes in the mod are and 2 perfectly stable maps, which I've also played numerous times online on PRSP 0.87, have around 120k polys for the inf mesh. <br />My system specs haven't changed, I still run with a 2Ghz AMD CPU and 3 Gb of RAM, however it could still be an issue with my PC or the mod, I also edited a vBf2 map for PR and it mem crashed constantly while the same navmesh&map in Bf2 worked fine. Any ideas?]]></description>
		<pubDate>Mon, 18 Jan 2010 22:09:50 -0800</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=14130</guid>
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		<title>Ai Strategies</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=14124</link>
		<description><![CDATA[I was looking at AIDefaultStrategies and saw this at the bottom:<br /><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->rem *** Add Strategies ***<br /><br />rem --- DO THIS IN LEVEL SPECIFIC FILES ---<br /><br />rem --- TODO: ADD LOGIC TO ADD DIFFERENT STRATEGIES FOR DIFFERENT GAMEMODES ---<!--QuoteEnd--></div><!--QuoteEEnd--><br /><br />I'm assuming this refers to the AIDefaultStrategiesAdd file since it continues there<br /><br /><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->rem *** Add Strategies ***<br /><br />rem --- MEC/CHINA ---<br />ai.addSAIStrategy 1 basicAttackEnemy<br />rem ai.addSAIStrategy 1 basicAttackNeutral<br />ai.addSAIStrategy 1 basicGuard<br />rem ai.addSAIStrategy 1 basicDefend<br /><br />rem --- US ---<br />ai.addSAIStrategy 2 basicAttackEnemy<br />rem ai.addSAIStrategy 2 basicAttackNeutral<br />ai.addSAIStrategy 2 basicGuard<br />rem ai.addSAIStrategy 2 basicDefend<br /><br /><br />rem ****************************<br />rem Temp lower bot skill<br />rem ****************************<br />rem aiSettings.setBotSkill 0.4<!--QuoteEnd--></div><!--QuoteEEnd--><br /><br />So does this work at all, and where does it go to in the map files?]]></description>
		<pubDate>Sun, 17 Jan 2010 01:25:31 -0800</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=14124</guid>
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		<title>Transporthelicopter Behaviour</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=14017</link>
		<description><![CDATA[Well, I am really tired with bots stupidity while flying Blackhawks. I've edited it's M134's, they are a lot more powerful now, but that p*gs don't use them effectively.<br /><br />Well, I want to make the following thing: after reaching the target area, all the passengers (the last 3 of them) jump out, and pilot flies around, letting gunners provide fire support.<br /><br />Well, flying around can be done by changing equipment type from TransportHelicopter to Helicopter, but how to make passengers jump out?]]></description>
		<pubDate>Sun, 13 Dec 2009 02:19:38 -0800</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=14017</guid>
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		<title>Creating More Intelligent Bots?</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13999</link>
		<description><![CDATA[My bots are not showing their full potential.<br /><br />I want to make my bots more intelligent cause after every navmesh I create they would act dumb. <br /><br />My infantry never acts dumb when I test it ingame, but when the soldiers drive a vehicle (I've been busy navmeshing allot of city maps which doesn't have allot of space in the roads) they would at some turns drive a little forward, then a little backward and keep repeating that process for heck knows why. I have many times tried to add waypoints and edit the navnesh but no success.<br /><br />Questions:<br /><br />1.) How can I fix the problem where bots can't make up their mind to keep moving instead of having to reverse a little and then move forward a little (making no progress of getting where they want to go). It seems that when driving a vehicle, they hesitate allloottt to move around (this happens especially in the roads in the dense cities of maps). They don't hesitate at all when driving on a big plane of navmesh where there's no obstacles in its path.<br /><br />2.) I've created a navmesh. Now I'm adding waypoints.  Should I regenerate the navmesh so that those waypoints would take effect? Cause I have always been placing them and thought it would work right away.<br /><br />3.) I saw that there's this Infantry and Vehicle button under the "Pathfinding" heading in the singleplayer menu. Could I tweak this to give my bots more intelligence?<br /><br />]]></description>
		<pubDate>Wed, 09 Dec 2009 12:23:28 -0800</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13999</guid>
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		<title>Map Crashes After Navmeshing</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13966</link>
		<description><![CDATA[A map I recently navmeshed keeps crashing in singleplayer mode when it says "Checking Server" (in our mod) or "Verifying Client Data".<br /><br />I can play the map in conquest mode or any other mode, except singleplayer and coop, with no problems.<br /><br />I ran windowed mode and it showed no errors, just a crash to desktop. I ran Debug mode and all it said was "Unhandled Exception. The Program will now close."  I checked the dump file that it created in My Documents/Battlefield/dmp and opened it with the Windows Debugging Tools but where it should show me what the error is it only gives me this:  [...]<br /><br />So now I just want to know what might cause a map that was just navmeshed to crash at "Verifying Client Data"?]]></description>
		<pubDate>Tue, 01 Dec 2009 03:34:04 -0800</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13966</guid>
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		<title><![CDATA[I Have Some Very Different ?'s...]]></title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13922</link>
		<description><![CDATA[hey ya'll,<br /><br />i've been reading these forums for quite some time now, and i have some questions that i haved seen most of these forums ask, or mention..however most of my questions have been answered by most of these topics.<br /><br />these are my questions:<br /><br />	(1) in one forum, it talked about having a dude having a crew in his blackhawk 24/7 in the game...and i got this idea; what if you're a commander, a commander should always be protected at all times of the battlefield, so, why don't we have like a squad, or at least 2 AI soldiers, following, and defending that commander..they're have a kit that combines all of the other kits(SPEC OPS, MEDIC, SUPPORT, ETC), and if we encounter any enemy(s), then they're start firing, but they'll never leave me alone, so another words, i'm like a moving SA, that a squad is assigned at all times, and will never "leave" that SA. my question is how far can i make this idea go, and if you know how/what to do, please explain it to me. i know the basics, and i understand everything in all of these forums (meaning, i understand every single computer code, word, etc) so if you could tell me what to mod. and what scripts to add, change..that'll be GREAT!!<br /><br />	(2) if my (1) idea works, is it also positive for the AI bodyguards also be able to climb in a vehicle with me if i want to get somewhere with a vehcile? so for example, say i'm playing the Dajing Oilfields map(in SP), and i'm the Commander, and i want to get from the U.S. Main Base, to the CP in the middle of the map, so i decide to get in a hummer, is it also possible for the AI to get in the hummer too? and then when i get out, they get out?<br /><br />	(3) I also read in another forum, that i could change the difficulty level on the AI's, but increasing it would make them more aggressive, than having lots of teamwork...i read that its best to keep it to .6 for the best experience of both, agressive, and teamwork. my question is, that you know how once a heli leaves the ground? and if you ask for it to pick you up? it doesn't? and it just leaves you on the ground? ya well, how can i make it to be more like a land vehical, where, if i'm right underneath the heli, and ask for a pick up, it'll either land back down completely, or, it'll just lower its altitude, until i could get into the heli, either way the heli will find a way to get me on it..an example of this would be if you ever played the map Cleans Sweep Operations.. you know how sometimes, if you want to fly the blackhawk, but you<br />unfortunately spawn right by the F-15..so by the time you get to the heli-pad where the blackhawk is, the heli is already like 10ft off the ground, and if you ask it to pick you up, it won't, it'll say something like "Negative", or "No can do". so my point is that i actually want it to pick me up..how can i do that?<br /><br />	(4) this relates to (3)... Suppose that you were playing the map OPS_Clean_Sweep, and you did some heroic top secret mission... your kit is SPEC_OPS.. as this kit(if it can even be related..) i also would like to add a new ability..if you are a Squad member, you know how you can ask for arty, or supply run, etc...i want there to be another ability.."EVAC" meaning, if you're in a hurry, there's no other car/plane around you, and you need to get somewhere, or out of an ambush... just call an EVAC, and within seconds, there will be an UH-60 Blackhawk heli, comming in, and landing, or hoving close to the ground, so that you and your AI men, can get the H away from where you are and where you need to be going...i also want this ability to go perfect with my first question... and the pilots, and gunners, will be AI Mobile Objects..so they'll spawn with the heli, can die with the heli, but they will be "stuck" in the heli. so for example, say i'm playing the Gulf of Oman(SP with 64p) map, and i'm at the place where the train is, and the road...and sometimes, there is a  death trap over there...so say that i'm the squad leader of Alpha company, and i'm in heavy fire, and i can't afford to die...so i call a EVAC from the carrier, along with an arty strike after the EVAC..what i want there to happen is that i want the EVAC plane to show up..say..30s after the call...so if i just made the call right now, the heli will show up 30s later..so now that the heli is here, it starts to hover over the battlefield in a random pattern, or it may be still (meaning, that it could fly around me just like the UAV will fly in circles, so it could make it harder for the enemy's AA guns, to take the heli down...) but anyways, once i get in, it'll take me where ever my next objective is...so if i'm supposed to go to the MEC_MAIN_BASE, but i caught up in that firefight, then the heli could pick me up, fly me over the firefight, and get me to my CP/SA Objective...i don't care weather i have to bail out of the heli, or it'll put the heli back on the ground(if i'm the commander, then i'd like to be driven back to the US_MAIN_BASE if possible).<br /><br />	i'm sorry for your long reading, but i tried my best to explain my ideas in detail, so that you wouldn't have to keep rereading my ideas cuz you don't understand them the first time..<br /><br />	so once again, idk much about coding off the top of my head, but with your help, i can make it easilly, and if you'd like to use my idea(s) for you mods, and you help me in some sort of way...then i may just be able to help you in return with applying my ideas into action in your mod(s)!! <br /><br />                Thank you from advance, and good luck!!<br /><br />	P.S., mschoeldgencan, you PLEASE read over my ideas as well if you have the time? i've seen some of your answers toward other ppl in these forums, and i'm POSITIVE that you'll know if any of this stuff can be possible, you if it is, you may know the coding for them.. <br /><br />                oh, and this is a pretty urgent assignment for me..i would like to get these all answered by Christmas Day if possible, or ASAP thanks again]]></description>
		<pubDate>Tue, 17 Nov 2009 20:44:54 -0800</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13922</guid>
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		<title>Helicopter Bots Have Unlimited Ammo?..wtf?</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13896</link>
		<description><![CDATA[<img src="http://bfeditor.org/forums/style_emoticons/default/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" />  <br />.<br />i added wire/laser guided hellfire missiles to an attack helo,but for some strange reason the bots have unlimited ammo,if i move to gunner position after a bot has used ammo it seems to reset the ammo,the ammo count will show as used when the bot has jumped from the helo.<br />i have never noticed bf2 do this before and i really hope this isnt more hardcoded bs.<br />.<br />is this normal?...lmfao!!! <img src="http://bfeditor.org/forums/style_emoticons/default/laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" /> <br />.<br />does anyone know a solution?..please and thankyou.]]></description>
		<pubDate>Tue, 10 Nov 2009 02:03:33 -0800</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13896</guid>
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		<title>Xp1_warlords_interior Has Broken Data?</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13893</link>
		<description><![CDATA[hi there.<br /><br />this is my first post on this forum and I would really be glad if you could help me.<br /><br />i have designed a few maps for BF2 and now I was trying to make my first special forces map. I have a problem I never found before. I have a small map with the house of the warlord map. When I try to generate the navmesh I get an error on the object xp1_warlords_interior. The log says:<br /><br /><b>Object xp1_warlords_interior has broken data.<br />Object is self-intersecting, loggin relevant triangles.<br /></b><br />Also, further in the log file it is stated:<br /><br /><b>Object is not a closed mesh!<br />Object has a negative volume!</b><br /><br />The final navmesh appears to be wrong and the inner of the house is not navmeshed properly: its navmesh has a single plain on the roof of the house. <br /><br />Is this a known problem? Am I missing something with this specific object?<br /><br />thanks for any help you can give, i am really stuck on this.]]></description>
		<pubDate>Mon, 09 Nov 2009 15:33:23 -0800</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13893</guid>
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		<title>Bot Only Kits?</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13881</link>
		<description><![CDATA[Hello, in the mod im working on I have all the bots on one team except for two. The problem I have is that my kits on the US team are custom (have multiple primary weapons) and when bots are playing on the US team (the team with only 2 bots on it), the game crashes after awhile. Im assuming that this is due to these custom kits so I was wondering if it is possible to make kits that only the bots can use and kits that only the players can use (bots cannot select them)? <br /><br />]]></description>
		<pubDate>Fri, 06 Nov 2009 18:41:25 -0800</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13881</guid>
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		<title>Naw Submarine Aitemplate?</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13871</link>
		<description><![CDATA[Well, I've noticed that NAW's ssn_688i (according to the texture, it's USS Albany SSN-753) submarine crashes the game as soon as one of the bots tries to enter it. No matter which seat.<br /><br />Maybe it happens because seats are blow water level? But in floating APC seats are below too. Well, seat rotation limits were wrong in AItemp, but I've fixed them. No result tho.<br /> Diving is controlled by a PIpitch input. I don't need bots to dive, but I don't want them to crash game.<br /><br />Anybody?]]></description>
		<pubDate>Thu, 05 Nov 2009 04:45:20 -0800</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13871</guid>
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		<title>I Give Up, Please Help</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13824</link>
		<description><![CDATA[I give up! I've tried for ages to make my coop map work, but it always and up crashing at 15% <img src="http://bfeditor.org/forums/style_emoticons/default/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> . Therfore I wonder if someone could please add the bots and the navmesh things for me. <br /><br />There's not really much to say about the map: It works perfectly in conquest mode, it has four flags (3 usa and 1 china), the map size is 256 and it has not been lightmapped or anything like that.<br /><br />I really hope someone can halp me with this, I have no idea what to do.<br />The map is to be found here <a href="http://www.filefront.com/14807467/ZombieLand.zip" target="_blank">http://www.filefront.com/14807467/ZombieLand.zip</a><br /><br />Finally, if it's not to much to ask for, could the map please be returned unpacked <img src="http://bfeditor.org/forums/style_emoticons/default/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> <br /><br />Thanking you in advance  <img src="http://bfeditor.org/forums/style_emoticons/default/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />]]></description>
		<pubDate>Tue, 27 Oct 2009 11:42:59 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13824</guid>
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		<title>Memory Crash</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13813</link>
		<description><![CDATA[Again PRSP related stuff <img src="http://bfeditor.org/forums/style_emoticons/default/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> but I got this crash today after finally getting Qinling in-game, thought it had something to do with the navmesh, but the number of boundary edges was 30 000 at generation, the number is probably lower after I deleted the islands. I lowered the number of bots from 48 to 20 on second run and the memory crash didn't occur..so is this related to my PC or to the navmesh/map?<br /><br /><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->D:&#092;DiceCanada&#092;BoosterPack2&#092;Code&#092;BF2&#092;Game&#092;Main&#092;BF2L og.cpp(686): Assert: Main: (0) memory.dll: sanity check: block size 21259836 (20.27 MB) doesn't seem sane<br />D:&#092;DiceCanada&#092;BoosterPack2&#092;Code&#092;BF2&#092;Game&#092;Main&#092;BF2L og.cpp(686): Assert: Main: (0) memory.dll: sanity check: block size 31889752 (30.41 MB) doesn't seem sane<br />D:&#092;DiceCanada&#092;BoosterPack2&#092;Code&#092;BF2&#092;Game&#092;Main&#092;BF2L og.cpp(68: Error: Main: memory.dll: all alloc attempts failed for size 31889752<!--QuoteEnd--></div><!--QuoteEEnd-->]]></description>
		<pubDate>Sun, 25 Oct 2009 06:50:44 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13813</guid>
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		<title>Createnavmesh Critical Error</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13676</link>
		<description><![CDATA[i've got this error when attempting to run create navmesh<br /><br /><img src="http://i156.photobucket.com/albums/t11/Chaos_Marineuk/navmesherror.jpg" border="0" class="linked-image" /><br /><br />anyone know what causes it?]]></description>
		<pubDate>Fri, 25 Sep 2009 08:28:35 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13676</guid>
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		<title>Confused With Bot Making Map</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13613</link>
		<description>So i made a map and there is no flag and the map size is relitivly small (20m x 20m) how do i get the bots to sit there or walk around and stuff? It seems more complex the Flag is in the sky btw.</description>
		<pubDate>Sat, 12 Sep 2009 04:46:14 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13613</guid>
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		<title>Bot Equipment Missing Necessary Plugins</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13585</link>
		<description><![CDATA[The latest error plaguing my navmeshed maps, it started when I navmeshed one of Project Reality's maps, the map would always crash few minutes into the round due this error:<br /><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Bot equipment missing necessary plugins:<!--QuoteEnd--></div><!--QuoteEEnd--><br />And the line would be followed by a name of a vehicle, different every time. <br /><br />There were no issues with this error or the random vehicles the error would list before and it completely crippled me, leaving the map in some corner while I was trying to figure out what's going on. <br />I thought it was map related, but then today I was playing PR SP 0.85 on one of my fav maps which I played 100s of times before with no issues and it crashed due the same error. What does this damn error mean??]]></description>
		<pubDate>Fri, 04 Sep 2009 08:21:14 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13585</guid>
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		<title>Single Player/ai Probs</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13566</link>
		<description><![CDATA[Hello every1.<br />I downloaded and installed the wookie sniper mod............ 99% of their maps are for online play and unfortunately I can't play online due to dial up connection ( yeh I live out in the boonies <img src="http://bfeditor.org/forums/style_emoticons/default/dry.gif" style="vertical-align:middle" emoid="&lt;_&lt;" border="0" alt="dry.gif" /> ) I have 2 networked computers and the only options I have on multiplayer are conquest battles  <img src="http://bfeditor.org/forums/style_emoticons/default/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> . <br /><br />Can any1 tell me how to code this maps to be playable in single player mode or co-op mode? I'd figure it'll be easier since they already have set spawn and control  points, vehicles, weapons etc. <br />Any help would be greatly apreciated. Thanks<br /><br />Nano]]></description>
		<pubDate>Sat, 29 Aug 2009 19:28:51 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13566</guid>
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		<title>Editing Navmesh With Blender?</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13549</link>
		<description>What are the settings to import and export the infantry.obj and vehicle.obj files with blender?</description>
		<pubDate>Tue, 25 Aug 2009 17:38:16 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13549</guid>
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		<title>Some Bots Not Spawning</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13544</link>
		<description><![CDATA[Probably a question with an obvious answer but here goes. I've got a map working in SP really well, except that 6 bots on each team just dont spawn in. The player list shows 16 on each team (as defined in the sp setup) but only 10 bots on each team (9 on my side ofcourse) ever join in and score points the other six just show 0 0 0 0 0 throughout the round. Once joined the bots move freely around the map.<br /><br />The sp map is defined as a size 16 (and is small in size), but I always thought that didnt mean anything, and indeed 20 soldiers are taking part, not 16. <br /><br />Anyone know whats going on?]]></description>
		<pubDate>Mon, 24 Aug 2009 15:38:13 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13544</guid>
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		<title>Bf2editor Freezing When Saving Qtr Files</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13521</link>
		<description><![CDATA[I navmeshed a map and it came out with lover 900 islands on both vehicle and infantry meshes, so I opened both in Maya and deleted all of the islands except the main one ofc and did not edit the mesh. <br />I exported the meshes, then ran fixNavmesh.bat, the program did its stuff in CMD then opened the bf2editor and when the mod and map loaded, editor froze. <br />The qtr were saved since the AIPathFinding folder popped out in the map's directory but the AerialHeighMap wasn't generated. <br /><br />Then the map lagged like hell on start when I went playing it and the only way to get around it was to click Done on the Caps lock menu so bots would spawn in and it stopped lagging, however the map crashed 5 minutes into the game due "bots missing necessary plug ins (insert vehicle name here)" since the error displayed a different vehicle every time it crashed. I'm not sure if the latter two (crash and lag) are related to the map or are a core mod problem though.<br /><br />Another thing that happened was all the .dll files disappearing from the Navmesh folder, so I had to replace it with the backed up Navmesh folder, thought it had something to do with the export, so I used fixNavmesh again and the editor still froze.]]></description>
		<pubDate>Tue, 18 Aug 2009 04:51:49 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13521</guid>
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		<title>Bot - Lod Level Full Bllfull Cannot Interpret,</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13499</link>
		<description><![CDATA[Today I navmeshed my new map but I after some playing I receive one of these two errors:<br /><br />Error 1:<br /><img src="http://img38.imageshack.us/img38/6210/bf2error.jpg" border="0" class="linked-image" /><br /><br /> or<br /><br />Error 2:<br /><img src="http://img195.imageshack.us/img195/5804/bf2error2.jpg" border="0" class="linked-image" /><br /><br />So how can I fix these problems?<br />]]></description>
		<pubDate>Fri, 14 Aug 2009 02:46:51 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13499</guid>
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		<title>Finding Manifolds</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13459</link>
		<description><![CDATA[I have a navmeshed map that crashes at 14% due having more than one island in the mesh. <br /><br />I have edited both Vehicle and Infantry meshes in Maya and double-checked for islands using the polygon/separate function. I already posted about this on another forum and was told that it happens due manifolds and that you have to find them manually and delete/connect them. The obvious problem is that I have a big mesh (1024x2 map) and considering some of the islands I deleted were like 10cm in size at some spots (I had some tree tops and sandbag tops that got meshed :/) it's highly unlikely I'll ever find the manifold(s) by hand. Also almost any parts of the mesh that looked like they might be manifolds actually happened to be connected by small triangles to the rest of the mesh when I took a closer look.<br /><br />I Googled and searched Maya help and there's nothing on this, the closest is a Maya option to find triangles, which won't really help seeing how navmeshes are made entirely out of them.  <img src="http://bfeditor.org/forums/style_emoticons/default/dry.gif" style="vertical-align:middle" emoid="&lt;_&lt;" border="0" alt="dry.gif" /> <br /><br />So does anyone know any way to find manifolds?]]></description>
		<pubDate>Thu, 06 Aug 2009 13:04:46 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13459</guid>
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		<title>Custom Map With Ai</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13438</link>
		<description>Can sombody please tell me how i can put a AI in a custom made map?</description>
		<pubDate>Wed, 29 Jul 2009 09:26:04 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13438</guid>
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		<title><![CDATA[[question] How Do You Get The Ai To....]]></title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13380</link>
		<description><![CDATA[Ok I have found a few things that relate to these questions but they didnt work<br /><br />Ok I am messing with PR single player and I want to get the AI to use the knife/ziptie for an attack and so far I have managed to get them to hold the ziptie but no matter how close I get they will not attack. <br /><br />I also need to get the AI to focus mainly on killing the players instead of just running around.<br /><br />Any help is appreciated]]></description>
		<pubDate>Sun, 12 Jul 2009 01:37:11 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13380</guid>
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		<title>Bf2 Crashes After Some Time Playing</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13369</link>
		<description><![CDATA[Recently I made new map with bot support. In first minutes everything works fine, but after some time game crashes.<br />In windowed mode game gives this error:<br /><img src="http://img516.imageshack.us/img516/3703/errorsp.png" border="0" class="linked-image" /><br /><br />What does this error means?]]></description>
		<pubDate>Wed, 08 Jul 2009 01:54:49 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13369</guid>
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		<title>My Bots Can Only Idle</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13340</link>
		<description><![CDATA[I have problem like this: i made my own map, and i navmeshed it. I got the bots to the battlefield ( they spawn) but they only idle, <br />like spin and play with their weapons...<br />This is my firts ever navmesh, so i dont know what i did wrong. <br />So please help me to get my bots moving!<br /><br />Buz]]></description>
		<pubDate>Thu, 02 Jul 2009 11:30:00 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13340</guid>
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		<title>Some Tutorial? For Kits Edit</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13339</link>
		<description><![CDATA[plz help &gt;.&lt;]]></description>
		<pubDate>Thu, 02 Jul 2009 11:10:11 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13339</guid>
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		<title>Stop Bots From Using The Artillery?</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13264</link>
		<description><![CDATA[I'm working on a SP mod where the bots turn into basically cannon fodder. Ive got a few changes that ive been told are funny. What im wanting to know is, is there any way to prevent the bots from calling artillery strikes down on you? Especially when you've got a good sniping/vantage spot. At the moment all i have is the radius of the shells at about 150 from the initial "Target" and the cannons only fire 1 shot. IF i can disable the bots from using the artillery... then i can make the Artillery how i want it... <br /><br />So yeah. The question again is... How do i stop/prevent the bots from using artillery.<br /><br />Thanks to anyone who can help.]]></description>
		<pubDate>Wed, 03 Jun 2009 00:37:39 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13264</guid>
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		<title>Euro Forces Edit</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13224</link>
		<description>trying to play euroforces maps with offline account, almost figured it out, if you rename them they will load but the game crashes before its done loading objects. help please!</description>
		<pubDate>Sun, 24 May 2009 00:41:08 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13224</guid>
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		<title>Turning Maps Into Coop</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13210</link>
		<description><![CDATA[Wanting to turn the standard 16coop maps into 32 and 64. Im in Afghanistan so me and the group just play through LAN and the 16 player maps are getting beyond old, wanted to know if anyone knew how to code them into bigger maps or if they already had the coding and could just email it. Let me know thanks<br /><br />Renner]]></description>
		<pubDate>Wed, 20 May 2009 21:28:30 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13210</guid>
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		<title>Ai File Placement</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13135</link>
		<description><![CDATA[I have several directories in my mod, AttackHeli, transheli, Jeeps etc - I want to make one AI file for each (object and weapon) with a generic name like ATTACKHELI_AI and ATTACKHELI_GUNS, If I placed these files in the main folder of AttackHeli and called it AI and then each chopper had the object.aitmeplate name as ATTACKHELI_AI, would it work or does it need to be in the vehicle folder? I <br /><br />don't think it does since chopper template are shared, (ie hind uses AHE_Ah1z) but want to make sure it would before I change all of the code.<br /><br />Also is there a quick tut on how the AI coding works?<br /><br />example: here is my code for weapons attack_heli<br /><br />rem *** Weaponry ***<br /><br />rem * Rockets*<br />weaponTemplate.create AttackHeli_Rockets<br />weaponTemplate.indirect 0<br />weaponTemplate.minRange 5.0<br />weaponTemplate.maxRange 200.0<br />weaponTemplate.setStrength Infantry    4.0<br />weaponTemplate.setStrength LightArmour 6.0<br />weaponTemplate.setStrength HeavyArmour 3.0<br />weaponTemplate.setStrength NavalArmour 0.0<br />weaponTemplate.setStrength Helicopter  5.0<br />weaponTemplate.setStrength Airplane    9.0<br />weaponTemplate.fireRate 100<br />weaponTemplate.allowedDeviation 4.0<br /><br />rem * Gun *<br />weaponTemplate.create AttackHeli_Gun<br />weaponTemplate.indirect 0<br />weaponTemplate.minRange 5.0<br />weaponTemplate.maxRange 200.0<br />weaponTemplate.setStrength Infantry   10.0<br />weaponTemplate.setStrength LightArmour 4.0<br />weaponTemplate.setStrength HeavyArmour 2.0<br />weaponTemplate.setStrength NavalArmour 0.0<br />weaponTemplate.setStrength Helicopter  20.0<br />weaponTemplate.setStrength Airplane    1.0<br />weaponTemplate.allowedDeviation 5.0<br /><br />rem * MiniGun *<br />weaponTemplate.create AttackHeli_MiniGun<br />weaponTemplate.indirect 0<br />weaponTemplate.minRange 5.0<br />weaponTemplate.maxRange 200.0<br />weaponTemplate.setStrength Infantry   10.0<br />weaponTemplate.setStrength LightArmour 4.0<br />weaponTemplate.setStrength HeavyArmour 2.0<br />weaponTemplate.setStrength NavalArmour 0.0<br />weaponTemplate.setStrength Helicopter  20.0<br />weaponTemplate.setStrength Airplane    1.0<br />weaponTemplate.allowedDeviation 5.0<br /><br />rem * AAM *<br />weaponTemplate.create AttackHeli_AAM<br />weaponTemplate.indirect 0<br />weaponTemplate.minRange 5.0<br />weaponTemplate.maxRange 600.0<br />weaponTemplate.setStrength Infantry    0.0<br />weaponTemplate.setStrength LightArmour 0.0<br />weaponTemplate.setStrength HeavyArmour 0.0<br />weaponTemplate.setStrength NavalArmour 0.0<br />weaponTemplate.setStrength Helicopter  7.0<br />weaponTemplate.setStrength Airplane    9.0<br />weaponTemplate.allowedDeviation 15.0<br /><br />rem * AGM *<br />weaponTemplate.create AttackHeli_AGM<br />weaponTemplate.indirect 0<br />weaponTemplate.minRange 30.0<br />weaponTemplate.maxRange 500.0<br />weaponTemplate.setStrength Infantry    0.0<br />weaponTemplate.setStrength LightArmour 6.0<br />weaponTemplate.setStrength HeavyArmour 6.0<br />weaponTemplate.setStrength NavalArmour 3.0<br />weaponTemplate.setStrength Helicopter  3.0<br />weaponTemplate.setStrength Airplane    3.0<br />weaponTemplate.allowedDeviation 15.0]]></description>
		<pubDate>Fri, 01 May 2009 20:58:40 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13135</guid>
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		<title>What Would Happen</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13042</link>
		<description><![CDATA[Hello,<br />I was just curious, what were to happen if I run the CreateNavmesh.bat and then package the game and trying playing after that.<br />Would it still work?  Or is using Maya a Must?<br />Just curious, thanks guys!]]></description>
		<pubDate>Sat, 04 Apr 2009 16:48:03 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13042</guid>
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		<title><![CDATA[Map Doesn't Work]]></title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13018</link>
		<description><![CDATA[Hi,<br />My english isn't very good but im going to try asking my question understandable:<br />I just created a map with bf2 editor, terrain and level editor is nearly finished but if got a few important questions:<br /><br />1.) I often read how to create water and i followed those descriptions but my water doesn't look like water, ist's just a colored ?"flat thing"?, how can i do it the right way??<br /><br />2.) My map doesn't work, it always crashes at 15% loading objects, but why, i think it's because of 3.)<br /><br />3.) When you activate "Render/AI/ToggleAll", there have to be green circles under every spawnpoint and the combat area line should be green. But the onlything i see when i activate "Toggle all" is the normal terrain and under every Spawnpoint a RED circle, the combat area i also red. And when I choose a spawnpoint in the level-editor there is an ugly red "wall" through my map. This can't by right, can it? and however i can change it, tell my<br /><br />Thanks a lot]]></description>
		<pubDate>Sun, 29 Mar 2009 02:54:31 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13018</guid>
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		<title>Please I Need Help In Modding Weapons..</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=13015</link>
		<description><![CDATA[Hi! someone please help me in organizing my weapon kits... I have a ffolkes unlock123 mod but I don't like the order of the weapons for example the sniper kit the mod has an order of key number (1=m95,2=l96,3=m24,and so on...) and I want to edit the key number for different item for example (1=knife,2=92fs,3=m24,4=l96,and so on..). and I also want to add a grappling hook or a crossbow... I dont know what file to edit within the objects_server/unlocks123, I tried but still cant get it so I registered here so that some comrades can help... please help because i can only play singleplayer because I dont have a fast connection.. THANKS..]]></description>
		<pubDate>Wed, 25 Mar 2009 09:07:32 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=13015</guid>
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		<title>Ai Templates In Mods</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=12958</link>
		<description>I know tweak files in a mod replace the original in the base BF2 or Special Forces, but is the same true for AI files? Does it register the AI from the mod and the original?</description>
		<pubDate>Mon, 09 Mar 2009 23:39:20 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=12958</guid>
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		<title>Uneven Teams</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=12937</link>
		<description><![CDATA[Hello,<br />Does anyone know how to make the US be outnumbered?  Every time I adjust the balance it just makes the opposing team either really outnumbered, or just a little outnumbered.<br />My Goal is to have US outnumbered. Any ideas?<br />Thanks,]]></description>
		<pubDate>Wed, 04 Mar 2009 12:46:04 -0800</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=12937</guid>
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		<title>Enabling Point Captures When Only Player In Local Network Game</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=12924</link>
		<description><![CDATA[Hello.<br />I'd love to be able to explore all of the BF2 maps and experiment with vehicles but it just isn't the same<br />if I can't change the flags (neutralizing & capturing points in conquest)<br /><br />I also don't want bots. Just me.<br /><br />Thus, after some thought it seemed that a local area network game would be the simplest thing.<br />The problem is, It says I need a second player to start, of which there can be none.<br /><br />My first thought then, was to look around in the python files such as default server configs for something relating<br />to player numbers, such as the number '2' default players required to start, but I couldn't find it.<br />Even if I did, I'm not sure there wouldn't be some other problem such as the other teams tickets quickly going to <br />zero because the game notices that there is no one on it.<br /><br />I would appreciate some help in modding the players required to start to 1, if anyone knows how to do this<br />and get 'round any other potential problems, or some other way to achieve the same end goal.<br /><br />Thanks.<br /><br />Edit: I just tried a COOP map with bots and it STILL said I needed another player to join. It was a Euroforce map and I don't recall the same bug in BF2's normal coop, but still I'm surprised this apparently isn't one of the first issues addressed when doing ANY kind of singleplayer modding.]]></description>
		<pubDate>Fri, 27 Feb 2009 21:55:09 -0800</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=12924</guid>
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		<title>Removing Weapons From Bot Kits</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=12872</link>
		<description><![CDATA[EDIT: This topic was first named as "Removing kits from bots". Actually I wanted to ask was how to remove weapons from known kits. For example remove weapons from all MEC kits, leaving them to be like zombies and stuff.]]></description>
		<pubDate>Wed, 11 Feb 2009 07:23:52 -0800</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=12872</guid>
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		<title>Single Player Editor - Not Found!</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=12783</link>
		<description><![CDATA[There is no Singleplayer editor in bf2 editor! I mean the scroll menu where you choose Level editor, Terrain editor and so on. I downloaded it today? It says beta, but it's from official EA website. Please help! I tryed selecting it through Tools&gt;Add-in Manager&gt; there is no add singleplayer. Maybe it might have connection with editing 64 map. I was trying to make 64 player map work in SP. I was following this tutorial <a href="http://members.iinet.net.au/~kyron/index.htm" target="_blank">http://members.iinet.net.au/~kyron/index.htm</a>]]></description>
		<pubDate>Thu, 15 Jan 2009 12:40:36 -0800</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=12783</guid>
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		<title>Singe Player Editor Help</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=12777</link>
		<description><![CDATA[Hi,<br /><br />I'm wanting to test my map(s) with AI. I know there is a very easy tutorial to find out there. But that's a different story. (atleast i think) Because im not trying to EDIT a map. im actually wanting to add AI to my own custom map. So if somebody could explain to me what im doing wrong, because il be happy to explain everything i did or if anybody is a Single player GEEK(hopefully) then walk me through it so i get the basic idea? Here is what i did basically.<br /><br />First off, i started with the control point strategic area's. I set strategic areas for each of the control points especially expanded the radius. Then i set infantry order positions and vehicle order positions. Then i neighbored all of the strategic areas together. Then i added the waypoints for vehicles, and infantry. then i set the combat zone around the fighting area. then i was done. i tried to test the map and it shut down on me. (YES the map works, i tested it and it works on conquest mode. not on coop. so im guessing there is something wrong/missing in the AI thing.) Oh ya and i enabled "used by path finding" also.<br /><br />Any help? Thanks.]]></description>
		<pubDate>Tue, 13 Jan 2009 15:44:12 -0800</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=12777</guid>
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		<title>A.i Team Work</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=12614</link>
		<description>Hey is it possible to make the A.I work together better than what they already do?</description>
		<pubDate>Tue, 09 Dec 2008 22:47:33 -0800</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=12614</guid>
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	<item>
		<title>Cant See Flags And Cars</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=12578</link>
		<description><![CDATA[i was wondering how i can get this to show me the flags so i could actually set some ai paths. <br /><br /><br />months ago i would have solved this issue no problem but ive forgotten so much with in this thing.]]></description>
		<pubDate>Sat, 29 Nov 2008 21:19:07 -0800</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=12578</guid>
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		<title>Error: Setinput Out Of Range</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=12570</link>
		<description><![CDATA[Anybody seen this before?  Happens after ~8-10 mins playing SP in our mod.  Wondering if it might be caused when a bot tries to hop in a cannon maybe?<br /><br /><img src="http://img515.imageshack.us/img515/4770/errky2.jpg" border="0" class="linked-image" /><br /><br />]]></description>
		<pubDate>Fri, 28 Nov 2008 13:23:49 -0800</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=12570</guid>
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		<title>Editor Error: Could Not Find Any Portals For Cluster: 0</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=12531</link>
		<description><![CDATA[Trying my luck with my first navmesh but getting hung at the aiPathFinding -&gt; loadGTSData step, yielding the error <!--coloro:#ff0000--><span style="color:#ff0000"><!--/coloro-->Could not find any portals for cluster: 0 <!--colorc--></span><!--/colorc--><!--coloro:#000000--><span style="color:#000000"><!--/coloro-->showing up four times in the Editor.  Not sure what causes this and cant for the life of me find the post that says where to check the debug logs.  [Causes a crash at 15% w/ no error in windowed].<br /><br />After getting the mesh into max using the setup clivewill posted and setting the materials, managed to eliminate the couple of islands (rooftops, found by select inverse after picking the main element) - checked for any flipped normals from the bottom view - checked for manifolds - welded my loose verts - etc etc.  Re-exported per std max settings.<br /><br />Got SAs on all my CPs - 2 way neighbors setup - vehicle/inf pos set - waypoints inbetween (can you put more than one between CPs?) - all spawn pts on the green mesh... pretty sure thats all legit.<br /><br />One thing that didnt go to plan - when I imported the vehicles.obj into max it was way jacked up.  Most of the yellow water was gone and the darker blue was heavily degenerated.  The green land section was barely there at all - kinda like if Id dumped a vial of acid on my mesh.  So I took the good infantry.obj and exported that as the vehicle.obj which is probably a no-no (though I dont have any vehicles on the map).  Ran the fixnavmesh.bat and wound up with the two sets of files (same size ofc).  Dont know where to go from here...<!--colorc--></span><!--/colorc-->]]></description>
		<pubDate>Thu, 20 Nov 2008 01:49:11 -0800</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=12531</guid>
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	<item>
		<title>Navmesh Trouble</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=12499</link>
		<description><![CDATA[My Maya has trouble saving materials deepwater2 and water2 for all navmeshes!<br />How to solve?]]></description>
		<pubDate>Fri, 07 Nov 2008 23:18:52 -0800</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=12499</guid>
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	<item>
		<title>Overgrowthcollision.con</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=12480</link>
		<description><![CDATA[I did everything till the step where I have to run CreateNavmesh.py to create the navmesh. Now everything goes as it should but then just after it closes the editor at the beginning, it says "Failed to launch aplication <b>gts.dll</b> something something."<br /><br />The words in bold is the problem. It stopped the whole dam process witch is so time consuming <img src="http://bfeditor.org/forums/style_emoticons/default/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> just because of this "gts.ddl" thing. <br /><br />There was a log in this directory; work&#092;Baghdad_Streets&#092;Logfiles witch had this in it:<br /><br />"Generating navmesh for data in work&#092;Baghdad_Streets&#092;GTSData<br />Starting manifold-step<br />Manifold-step failed, aborting"<br /><br /><br />What went wrong? What did I do? What do I need? Please help me. Remember, I have navmeshed my own map before twice.<br /><br />Any help would be appreciated. I will also be placing pictures here soon <img src="http://bfeditor.org/forums/style_emoticons/default/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />.<br /><br />Dogbox]]></description>
		<pubDate>Fri, 31 Oct 2008 13:43:49 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=12480</guid>
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		<title>Increasing Health</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=12411</link>
		<description>how can i increase the health of certain kits like MEC assault?</description>
		<pubDate>Thu, 23 Oct 2008 09:54:13 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=12411</guid>
	</item>
	<item>
		<title>Making Mec Ai Attack Just Players Not The Flag</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=12410</link>
		<description>Im making a zombie survival kinda mod and i need the bots to attack the actual players and not just chill at the flags</description>
		<pubDate>Thu, 23 Oct 2008 09:40:14 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=12410</guid>
	</item>
	<item>
		<title>Making Bots Teamkill</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=12273</link>
		<description>Is this possible? I want everyone to kill each other regardless of their team. I allready changed the localization, teamkillpoints and removed the drawhudtag thing, but how do you actually make them teamkill? I searched trough all the files in the AI folder but found nothing.</description>
		<pubDate>Sat, 20 Sep 2008 01:42:44 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=12273</guid>
	</item>
	<item>
		<title>Base And Sprinting Speed</title>
		<link>http://bfeditor.org/forums/index.php?showtopic=12241</link>
		<description><![CDATA[basically i'd like to make the base walking and sprint speed for certain kits or soldiers slower, could someone tell me where i can change that and what value to change?]]></description>
		<pubDate>Fri, 12 Sep 2008 21:04:25 -0700</pubDate>
		<guid>http://bfeditor.org/forums/index.php?showtopic=12241</guid>
	</item>
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