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Register and log in to move these advertisements down Custom Structures & AI for BFME1
Again, note that we are using the infantry method that ties into the Soldier_Building_Counter, that allows us to monitor how close we are to the maximum number of appropriate infantry types at any given time. Repeat the same process for the “[S A nd] [E N H]g_PredBuild - Set Infantry Building Filler Priority” script file. Don’t forget to change the name, and then add the following code:
That’s pretty much it for the main scripting necessary for our new structure to function, with the exception of one last thing… Part 3: We now need to initialise any working values we require when the map is first loaded. Open “ai_initialise.map”. In our case, the only value left outstanding is that of the “Barracks_Building_Count” we have used previously. Open the “[ns A]Non Over Ride-able Paper Work” script folder, and add the following line to the “[ns A D][E N H]g_Init - Initialize Global Variables (NonOverride)” script file:
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CommentsDisplay order: Newest first Hebblewhite - Wednesday July 18, 2007 - 15:58 I've attached a pdf version for easier reading! |
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