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Register and log in to move these advertisements down Custom Heroes & AI for BFME1
You should now be looking at something like this: Notice that I have added a “MordorEasterlingHorde” to the team (2 hordes)… personal bodyguards! The maximum number of Saurons we want any one faction to build at any given time is one (hence both the “Min” and “Max” values are set to 1). The Nazgul heroes are set up in the same way except they are set to the value of 2… told you it was easy! Depending on how you wanted the Nazgul to act, you could create a single team of 2 Nazgul heroes, thus forcing them to attack and operate together, or change the “Maximum” field to 2, thus allowing 2 teams of 1 Nazgul (the default setting used in BFME1). If you want to go crazy… just increase the max number of Gollums’ to 100, then let a couple of AI controlled players go at each other. Pure Smeagolic Joy! The most important part of this section is arguably the “Production Condition”. In other words, under what circumstance should we build Sauron…? In this case, I have used the “a_BC – Always True with Money” condition that (as its name suggests) forces the AI system to build Sauron whenever it happens to have enough money. Experiment with this to achieve a variety of different outcomes. Now, switch over to the “Behaviour” tab. From the “On Create” combo box select “b_AIAttack – Patrol Combat Areas”. This will force the AI system to send Sauron out on patrol after he has been constructed… the combat areas themselves are taken from the combat area nodes scattered around the map by the designer. Links / Downloads
CommentsDisplay order: Newest first Hebblewhite - Thursday July 19, 2007 - 4:44 Hey guys, |
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