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Register and log in to move these advertisements down Custom Structures & AI for BFME1
Custom Structures & AI fo BFME1 Introduction Let's imagine you have just created a new and impressive Barracks structure for the Rohan faction, but your pesky AI system doesn’t want to use it! Time for a fix… I've been working on the optimisation of the predictive building AI lately, and thought I'd produce this tutorial on what is the definitive, and most efficient way of getting your AI system to build and use your custom structures at run time. Here goes: NOTE: Before this will work you need to make sure you have added all of the appropriate unit reference scripts in "lib_objects_lists.map" and team entries in “ai_rohan.map” for all of your new hordes/heroes or else the AI system won't build them regardless of what we do here! Anyway, on with the show... There are 3 main parts involved in getting your “factory” structures to work. The first places us smack bang in "ai_rohan.map". Part 1: Open the script editor, and navigate to the “[ns A]Pred Build Overrides” script folder. Look down the list until you see the “[S A nd] [E N H]g_PredBuild - Build Archer Building” script. Copy it. Immediately change its name to “[S A nd] [E N H]g_PredBuild - Build Barracks Building”. Then modify the condition/action statements in accordance with the following:
The above script will force a build of any particular structure we desire (in this case it refers to a RohanBarracks). At this point, if you run your game, you should see your new structure pop up inside an enemy base, but it will not be used… we now need to tie the structure into the AI combat reasoning system. Links / Downloads
CommentsDisplay order: Newest first Hebblewhite - Wednesday July 18, 2007 - 15:58 I've attached a pdf version for easier reading! |
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