PAGE 3 - Strategic Neighbours |
Now we'll deal with strategic neighbouring. It means exactly what is says. Any control point that is near the current control point needs to be specified as a neighbour. A neighbour tells the bots which is the next / closest CP to go to once they have finished capturing the current CP.
- Select the Strategic area bounding box by clicking on its edge. It will turn dark blue when selected.
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Unselected stategic area (Light blue) |
selected stategic area (Dark Blue) |
- Once selected, go to the nearest capture point and right click on the corner of its Strategic area bounding box. This can be a little finnicky and may need a few tries before it works properly. A context menu pops up - Select 'Add Two-Way Neighbour: [CPNAME...'

Right click on the corner of a neaby strategic area box to add it as a neighbour
If you haven't noticed, each Strategic Area has two blue bounding boxs - One at ground level and one directly above it in the sky. If the two strategic areas are connected by a blue line in the sky, then you have just successfully neighboured 2 Capture points together
Two Strategic Areas Neighboured to each other.
- Now perform the same operation to all strategic areas. It is fine to have multiple neighbours connected to one strategic area. Set this part up how you would like the bots to travel from one CP to the next. Its handy to hover above a flag and visualise "which ways do I want the bots to go from this control point?" you can create choke points etc using neighbouring. You can set up 'line-of-sight' or 'supply lines' type gameplay by the way you neighbour SA's. Or you could just simply connect every strategic area to each other so its just a frag fest of bots going everywhere at once.

Multiple Stategic Areas Neighboured to each other
SAVE YOUR WORK! PLEASE NOTE THAT SAVING IN THE SINGLE PLAYER EDITOR WILL ONLY SAVE YOUR SINGLE PLAYER CHANGES. MAKE SURE YOU SWITCH BACK TO LEVEL EDITOR AND SAVE YOUR WORK THERE AS WELL!
Bot Waypoints in the Single Player Editor |
These are not strictly neccesary, as bots will usually find the most direct route to a CP by themselves. But placing waypoints gives you the ability to choose sneaky ways for the bots to travel to control points. This is done in the single player editor.
- Select a strategic area box. (the blue square around the CP)
- Now go to a point on the map between this strategic area and a neighbouring SA that you would like the bot to traverse to. Right click on the ground and select, 'Waypoints',
'Add Infantry Waypoint ->?...

- Now the CP selection box comes up, so choose the neighbouring CP that you are making a waypoint to. (In my example its the 'north island' CP)

Select the neighbouring CP from the list and then the infantry waypoint will show on the terrain.
- The bots will now go from my 'pagoda' CP to the north island CP via way of that waypoint.
- Follow the same process to place the Vehicle waypoints
- AGAIN - Make sure the waypoints are on the infantry and vehicle navmesh respectively. AND SAVE!
- The combat area is the coordinates that specifiy the area in which the player can go. If they go outside this area (the red stripey no mans land on the mini-map) then the commander threatens to shoot you for desserting.
- NOTE: This step is integral for creating navmeshes. The combat area you specify tells the navmesh generator which area it will create a navmesh in.
- Switch back to the Level Editor
- Select the Combat Area tool

- RULES: The combat area MUST be placed down in an anti-clockwise direction!
- Right click an area where you want the Combat area to start - select 'add control point'

Add the first Control Point
- Now work you way in an anti-clockwise direction around the border of your combat area, right clicking and placing control points for the combat area. it will draw a line from point to point until you come back full circle to the starting point. Right click on the first point and it will ask if you want to close the combat area - Of course you do! (Note: my example is rediculously small just to demonstrate how to do it. In reality, the Combat area should surround the entire map and every CP.)
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Place control points like 'connect the dots' in an anti-clockwise direction. When you get
back to the first point you placed, it will ask if you want to close the combat area. Click 'Yes'
- IMPORTANT: Once the combat area is closed, go to the tweaker bar and checkmark the box, 'UsedByPathFinding'
 SAVE YOUR CHANGES!.
Final Packaging and Playtesting |
Congratulations, you have just made a fully fledged single player ready map.
There is just one final step to get it into the game and playable. Because this level is completely unzipped it won't load in the game. You need to re-package the server.zip. The editor is still unfortunately buggy in this regard and gets some server.zip files mixed into the client.zip. Luckily for you, this whole time we have only edited 2 files from server.zip. -
Gameplayobjects.con and StrategicAreas.ai.
- So now you have a level directory completely unzipped and unplayable in it's current state. Here's what I do. (I'll be referring to Songhua Stalemate from now on as the level I'm editing. If you're editing a diferent level, then just use your level name obviously)
Close the editor
- Rename your level folder to 'Songhua_Stalemate_ED' in windows explorer.
- Navigate back to your original 'Copy of bf2' mod directory (Lucky we backed it up!) and copy the original Songhua Stalemate level folder back into your BF2 mod level folder. So now I have Songhua_Stalemate_ED and Songhua_Stalemate next to each other.

- Open the server.zip in the Songhua_Stalemate. Navigate to - Gamemodes\Sp1\16 and leave it open to the side of your screen like in the picture below.
- In windows explorer, navigate back to your Songhua_Stalemate_ED folder. Go into the editor folder and drag and drop the gameplayobjects.con and 'AI' folder into the open zip file overwriting the files within.

Click to Enlarge
Start up a game and test out your map in single player. Keep an eye out for stange bot behaviour and keep a note pad ready to jot down the bugs you find in diferent parts of the map so you can fix them in the editor later. If you have to load up the map in the editor again, simply rename the play version level folder to something like 'Songhua_Stalemate_PLAY" and then rename the "Songhua_Stalemate_ED, back to plain old "Songhua_Stalemate."
The editor and game won't open the level unless it has its original name.
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