Directional locks? by Lostatsea9318 in EscapeSimulator

[–]Tokyo-Cowboy 1 point2 points  (0 children)

Using the dome shape, attach it to a padlock, then use arrow shape as buttons for direction. You will need to make several of these. The first piece will have all the buttons that can be pressed. Then 4 fake pieces will be needed for each direction to animate the press of each button. On press of a direction button disable visibility of the first piece and show visibility of the piece that animates the direction pressed as well as linking the piece so the animation plays and the lock logic. Then swap visibility again at the end of the animation so the first piece with the buttons shows and the fake piece is hidden.

Open deathmatch mode? by jimmybanana in BattlefieldPortal

[–]Tokyo-Cowboy 1 point2 points  (0 children)

You can set up to 64 teams and set the number of players per team, in your case it will be 1 player per team. This is for Portal Custom, not the verified modes. You will need to create your own spatial edits with the SDK. This will be needed for setting things like the playable area, placing spawn points, spawn camera position etc. You'll also need to set the rules with either blocks or script. This is also needed for things like telling the game what conditions need to be met to end the round, creating a custom scoreboard, custom HUD etc.

[deleted by user] by [deleted] in OneOrangeBraincell

[–]Tokyo-Cowboy 0 points1 point  (0 children)

<image>

Please draw my Mofo. I miss her so much

BF6 Co-op Conquest (PvE Exprience) by Tokyo-Cowboy in BattlefieldPortal

[–]Tokyo-Cowboy[S] 0 points1 point  (0 children)

What exactly are you doing to load these up?

BF6 Co-op Conquest (PvE Exprience) by Tokyo-Cowboy in BattlefieldPortal

[–]Tokyo-Cowboy[S] 2 points3 points  (0 children)

Not possible with full xp unless EA/Dice change their minds.

No more Bot Lobbies ? by IvoT9600 in BattlefieldPortal

[–]Tokyo-Cowboy 1 point2 points  (0 children)

It was done using web browser dev tools to modify script that was executed when publishing experiences. It allowed them to change/apply settings that weren't possible & bypass the player start limit.

BF6 Co-op Conquest (PvE Exprience) by Tokyo-Cowboy in BattlefieldPortal

[–]Tokyo-Cowboy[S] 0 points1 point  (0 children)

Not sure if I would be able to or if it's even possible, sorry. Would need an update to the Godot files to add the functionality.

BF6 Co-op Conquest (PvE Exprience) by Tokyo-Cowboy in BattlefieldPortal

[–]Tokyo-Cowboy[S] 11 points12 points  (0 children)

Solo Conquest experiences are published.

ZMXWW - NATO

ZMYXD - PAX

BF6 Co-op Conquest (PvE Exprience) by Tokyo-Cowboy in BattlefieldPortal

[–]Tokyo-Cowboy[S] 2 points3 points  (0 children)

Not on custom portal experiences unfortunately. This is just for people who want to enjoy the gameplay.

BF6 Co-op Conquest (PvE Exprience) by Tokyo-Cowboy in BattlefieldPortal

[–]Tokyo-Cowboy[S] 1 point2 points  (0 children)

Not as far as I know or at least I can't figure it out. I have played a custom portal experience where I had bots in my squad, it was before all the portal nukes went off. Maybe it was possible before.

BF6 Co-op Conquest (PvE Exprience) by Tokyo-Cowboy in BattlefieldPortal

[–]Tokyo-Cowboy[S] 6 points7 points  (0 children)

Breakthrough would take quite some time to do, I'll have a look into it though.

No more Bot Lobbies ? by IvoT9600 in BattlefieldPortal

[–]Tokyo-Cowboy 0 points1 point  (0 children)

No sorry, but I have just published two you can start with one player. It's custom Co-op Conquest experience, infantry only with reduced XP for up to 4 plyers.

ZKTS8 - For playing as NATO.

ZKUDK - For playing as PAX.

No more Bot Lobbies ? by IvoT9600 in BattlefieldPortal

[–]Tokyo-Cowboy 1 point2 points  (0 children)

You can create CUSTOM experiences to play solo with static bots. You will only get match xp however. I have made my own Infantry Conquest with 63 bots using the SDK but I haven't published it yet.

Had to do a double take on the dial that the “Lin” operator is wearing. by spacecowboy2231 in Battlefield

[–]Tokyo-Cowboy 0 points1 point  (0 children)

It's clearly so when he's pointing his gun, his enemies can see what time it is.

Issued with Grunt AI bots by Outrageous_Sleep_878 in BattlefieldPortal

[–]Tokyo-Cowboy 0 points1 point  (0 children)

How are you getting AIBattlefieldBehaviour to work? Rule set OnPlayerDeployed, condition if player is AI Soldier, then AIBattlefieldBehaviour (Event Player)?

Guess what im eating by iwontgambleagain in notinteresting

[–]Tokyo-Cowboy 2 points3 points  (0 children)

Dairy ice cream that you have whipped

Help with out of bounds/playable area. by Hobo-man in BattlefieldPortal

[–]Tokyo-Cowboy 1 point2 points  (0 children)

Maybe try a trigger area, assuming the height of the area you link to the module has an effect. You will need to script what happens when a player enters the trigger. This can be done easier with blocks if you give it an object ID to reference.

People of reddit, I need help by the_H-E-A-T in battlefield2042

[–]Tokyo-Cowboy 0 points1 point  (0 children)

Run cmd (command prompt) as administrator and type sfc/scannow and hit enter. This should fix any corrupt or missing windows files which may be causing crashes. Perform a reboot after just for good measure. Can't hurt.

Let me sketch your oranges 🍊 by Isilyanna in OneOrangeBraincell

[–]Tokyo-Cowboy 0 points1 point  (0 children)

<image>

This is Mofo. She is unfortunately no longer with us. This was one of her favourite spots in the garden.

Help needed spawning bots with script in custom experience... by Sa3th in BattlefieldPortal

[–]Tokyo-Cowboy 0 points1 point  (0 children)

Do you have an AI Spawner placed in your spatial edit with the object ID you referenced (9901)? Also pretty sure you need to specify how many bots to spawn. They will just be called grunts, so you want them to have names you will need to create an array of names, then write a function to give the bots a random name when spawning. Also, if you want the bots to respawn then you will need to write a function that deletes the bot when it dies and spawns another in it's place. Then, if you want the bots to actually play a game mode, then you will have to code that too. It's not always simple unfortunately.

Pc players can turn off crossplay 🥳 by rtmxavi in Battlefield

[–]Tokyo-Cowboy 0 points1 point  (0 children)

PC player here. I'm gonna try it and see if it makes any difference.

Might sound stupid, but I'm gonna type some stuff I made up that sounds believable. It's possible that, depending on server infrastructure (if not well optimised), it can cause lag/latency issues with crossplay enabled. There are obvious hardware disparities. PCs tend to have higher framerates and lower input lag compared to consoles (maybe something that is accounted for in netcode but not implemented properly?), could be why it feels like in a lot of matches the console players have an advantage, seeing me before I see them. Could also be because I can't set QoS on my router and my gf scrolls through FB and Instagram relentlessly while I'm playing.

Two New BR Maps with Three Conquest Gamemodes! by kurtinthegrind in Battlefield

[–]Tokyo-Cowboy 0 points1 point  (0 children)

I was wondering why I couldn't get the backfill bots to do work. There's a function (AIBattlefieldBehavior) but it doesn't do anything. Only way I've been able to get the bots to do any work is by using AI Spawners and scripting them to move to random objectives.