Immersive Middle-earth (v. 1.4) An attempt to make the original BFME1 more personable |
Welcome Guest ( Log In / Register ) |
Quick Lists Top RatedTutorials Living World Map G… Ultimate beginner'… Arrow scaling bug… Raising Heroes max… Creating an asset.… Proper Fire Arrow… Simple Structure B… Making a simple Ma… Quick and easy sno… Making patrols nea… Mods The Dwarf Holds The Peloponnesian… RJ - RotWK The Elven Alliance… Helm's Deep Last H… The Elven Alliance Special Extended E… Kings of the West… RC Mod The Wars of Arda Downloads BFME1 1.06 Widescr… Enhanced W3D Impor… Fudge's Map Pack LotR/BfME HD Logos Osgiliath Shellmap Crystals Of Ancien… 2v1 Wold The forests of Dru… Converted BFME2 an… ROTWK animations f… |
|||||||||||||||||||||||||||||||
Register and log in to move these advertisements down Custom Heroes & AI for BFME1
Working with Hero Abilities As mentioned earlier, we need to play around with a few more script files if we want the BFME1 AI system to make use of our special hero abilities during run time. Firstly, open “lib_hero_behaviours.map” and take a look inside the “[ns A]LIB - Hero Abilities” script folder. You’ll notice a complete list of all of the original heroes that EA went with in the final release of BFME1. This area is basically where the magic happens… Copy the “[ns A]Hero Ability – Boromir” script file, and then change the name to “[ns A]Hero Ability – Sauron”. In order for the AI system to sue our Sauron character effectively, we will need to implement three things: • A Unit Reference for the AI to recognise the object in subsequent scripts • A basic Combat Retreat script to allow our hero to run away when heavily damaged • Any special abilities our character may possess To make things a little easier, we can recycle some of the Boromir script files for use with our own Sauron character. Delete all of the script files in our new folder with the exception of the Unit Reference and Combat Retreat scripts. Change the name of the “[S A nd][E N H]b_Boromir - Set Unit Ref” script file to “[S A nd][E N H]b_Sauron - Set Unit Ref”. We can then modify the condition/action set to reflect the following:
When the game is running, our character will now always be known as AI_HERO_SAURON whenever decisions need to be made, or abilities need to be activated. We can then modify the Boromir combat retreat script by firstly changing the name to “[S A nd][E N H]b_Sauron - Retreat to Combat Area”, and then modifying the condition/action set to reflect the following code:
Links / Downloads
CommentsDisplay order: Newest first Hebblewhite - Thursday July 19, 2007 - 4:44 Hey guys, |
|||||||||||||||||||||||||||||||
"One site to rule them all, one site to find them, © All Rights Reserved Eric Edwards ©2013. |