does anybody know a way to be able to play private games with friends on opposing teams? as in 2v2 or free for all , etc, i have gone through a lot of trial and error in the experiences available with no luck , even tried to create an experience through portal but there is no obvious option to be able to switch teams, thank you.
Okay, I created it. "Friends vs Friends F2P TDM with Team Switching". It is submitted and in review. Once it is approved (which usually takes a few hours), you will be able to host or join experience code ZG383. Host it with a password, if you don't want randoms to join.
It is TDM on 2 free-to-play maps. At the back center of each team spawn area is a target. Click interact to switch teams.
sorry for the late reply , i just tried the experience yesterday with my friends , it was working perfectly so thank you so much for helping, the process is really tedious compared to other fps games when it comes to private matches tbh, you made it a ton easier, also one last thing, could you like provide me what is the script used or how to implement it in portal so that i can make ffa or other modes in the future? as i couldnt find any straightforward tutorials for it , thank you again
You need to use godot to load up the map, place the trigger points in the level, and save that spatial file.
There are all sorts of guides about godot. I don't know which ones are good or which ones are bad. I just watched a bunch and played around until I figured it out. Ones I watched on YouTube were from 'ViperStudiosAndy", "DEWtheMCCOY", and "Deity". They have playlists about it. There are others I watched also, but I can't find them. One was from an Indian guy who really helped me understand just moving around the software and playing around with the views in a helpful way.
Once you have godot open, and have started the 'portal setup' and have loaded the map, you place a interact trigger point. The interact point is just a floating tiny area you can interact with. Build the thing around it to make it obvious what it is. An object like the target, letters, whatever.
Give that interact point an object id. 998 in the screenshot. Doesn't matter what number it is, as long it is a unique id and the same that you reference in the block code. By default, all objects have an id of -1, so you don't need to worry about accidentally picking a number that already exists in the scene. You should know all the numbers you already CHOSE to use for other things.
"Export Current Level" and load that spatial file in the portal website.
Then, in the rules editor, make the block rules. First thing you will need to do is create a couple variables. One is a global variable called EnableTeamSwitching. This is optional, if you don't want to turn it off and on. In the example it is used, so I am including it. And the other variable is a team variable called OtherTeam.
Then, just make the rules like this:
edit: this forum breaks thumbnails for some reason. higher-quality link: https://forums.ea.com/t5/s/tghpe58374/images/bS0xMjk4MzY0My02UHBMMjU
When someone interacts with object 998 or 999, they switch teams.
I made another one. Pretty much same thing, except that it is objective-based instead of TDM. There are 5 objectives, infantry-only. It is essentially conquest small.
I have a new one for you. I have been working on it for a couple of days, trying to get things just right. I waited to say anything about it until I was happy with it.
Experience code: ZGQ1G
"Casual Conquest with Bot Control and Team Switching"
It is a faithful reproduction of Operation Firestorm conquest. It should feel like the real thing, but with bots and you have control of whether there are bots and which team players are on.
There is a sign post by each spawn which has a sign where you turn the bots on or switch teams. It should be pretty obvious when you drive by.
I spent a lot of time tweaking the AI to feel right. The AI will use vehicles. They will attack objectives. They will attack vehicles. And they will revive. ;)
Regarding reviving or resupplying, there is only a 1 in 4 chance that the AI near you will be a support class, and then it also depends on whether they are already on a mission. You are most likely to get the support you need when near an objective area; especially after the objective is finished being captured.
Giving the AI a goal that makes the game feel good, is somewhat in opposition to being helpful to you the human. So, I'll just say the AI is very similar to what you will experience with a real human player. It may just not listen to you if it wants to do something else instead. I have tried to make it more willing to revive, but at some point the subroutines take too long and the server crashes if you try to get too complicated with the options.
I think I have struck a very good and fun balance. I hope that you will agree.
You can fly vehicles above the opponent's HQ, but you will get a warning if your altitude is too low. Just a FYI.
Now that I have invested all the time into making it work and play right, I can more easily add more maps. I plan to add Eastwood and Mirak Valley, but might not if I don't see any interest.
If you like it, please give it a thumbs up at the game ending scoreboard.
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