Jump to content


Photo

BFME 2 AI ring problem

bfme2 ring bfme2 ai problem fortress

  • Please log in to reply
38 replies to this topic

#1 grunshac

grunshac
  • Members
  • 149 posts

Posted 01 April 2015 - 04:07 PM

How to make the AI to get the one ring to fortress because he is just standing with it near fortress is that because it doesen have money enough ?



#2 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 01 April 2015 - 05:01 PM

He should just run in, at least if you didn't break that somehow :p


Ridder Geel

#3 grunshac

grunshac
  • Members
  • 149 posts

Posted 01 April 2015 - 06:30 PM

I didnt thats how it îs in see mod

#4 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 02 April 2015 - 08:05 AM

Hm.. Well look at the ring functions included in the fortress, at least they existed in the original game.

Although this is quite a stab in the dark, and honestly I'm not sure I can help you a lot with this since you are working off of a mod that might have broken it :p


Ridder Geel

#5 grunshac

grunshac
  • Members
  • 149 posts

Posted 02 April 2015 - 01:53 PM

could the problem be here ?

Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe
		PassengerFilter					= M_GENERIC_FACTION_SLAUGHTERABLE
		ObjectStatusOfContained			= UNSELECTABLE ENCLOSED
		CashBackPercent					= 200%		
		ContainMax						= 99	;// give it a huge capacity, just in case player sends his whole army in at once
		AllowEnemiesInside				= No
		AllowAlliesInside				= No
 		AllowNeutralInside				= No
 		AllowOwnPlayerInsideOverride	= Yes
		EnterSound						= GUI_RingReturned
		EntryOffset						= X:125.0 Y:0.0 Z:0.0
		EntryPosition					= X:80.0 Y:0.0 Z:0.0		// entry position needs to be offset from the root transform, otherwise fortress obscures point.
		ExitOffset						= X:125.0 Y:0.0 Z:0.0
		StatusForRingEntry				= HOLDING_THE_RING
		UpgradeForRingEntry				= Upgrade_FortressHasBeenEntered_SEE Upgrade_RingHero ;Upgrade_FortressRingHero
		ObjectToDestroyForRingEntry		= NONE +TheDroppedRing +HeroHomingBeacon_SEE
		FXForRingEntry					= FX_OneRingFlare
	End

i didnt find anything else in fortress's object


Edited by grunshac, 02 April 2015 - 01:53 PM.


#6 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 02 April 2015 - 04:16 PM

Well maybe the filter is wrong, but that seems highly unlikely :p

(so find what M_GENERIC_FACTION_SLAUGHTERABLE is)


Ridder Geel

#7 grunshac

grunshac
  • Members
  • 149 posts

Posted 02 April 2015 - 04:45 PM

#define M_GENERIC_FACTION_SLAUGHTERABLE					ANY +INFANTRY +CAVALRY -HERO -SUMMONED +DOZER	;was -DOZER


#8 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 03 April 2015 - 07:04 AM

Hm... Nope that looks fine... Odd.. Does it run in sometimes and sometimes not? Because I'm not entirely sure what could cause the problem here.

Are you able to run into the same fortress if you have the ring?


Ridder Geel

#9 grunshac

grunshac
  • Members
  • 149 posts

Posted 03 April 2015 - 10:03 AM

i dont know can i make gollum spawn frequently to kill him and to see cuz i payed some games and it didnt spawn



#10 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 03 April 2015 - 12:42 PM

Why not just place gollum on a map and test it like that? :p (close to your starting position might also be an idea :p )


Ridder Geel

#11 grunshac

grunshac
  • Members
  • 149 posts

Posted 03 April 2015 - 01:05 PM

i dont know how to place gollum on a map :p



#12 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 03 April 2015 - 01:14 PM

Worldbuilder, open a map, place the neutralgollum object on the map :p Quite simple :xd:


Ridder Geel

#13 grunshac

grunshac
  • Members
  • 149 posts

Posted 03 April 2015 - 05:20 PM

LOL i cant get the ring in either



#14 grunshac

grunshac
  • Members
  • 149 posts

Posted 04 April 2015 - 05:17 PM

What can i do now ?



#15 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 07 April 2015 - 08:44 AM

Check if the fortress' citadel has the fortressringfunc file link in it, this usually allows the units to walk in with the ring :p


Ridder Geel

#16 grunshac

grunshac
  • Members
  • 149 posts

Posted 07 April 2015 - 10:53 AM

yes they all have it



#17 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 07 April 2015 - 11:23 AM

Are you testing this with a specific unit, or just random ones?


Ridder Geel

#18 grunshac

grunshac
  • Members
  • 149 posts

Posted 07 April 2015 - 11:44 AM

random



#19 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 07 April 2015 - 12:32 PM

Hm.. can you tell me whats inside the inc for the ring functions?


Ridder Geel

#20 grunshac

grunshac
  • Members
  • 149 posts

Posted 07 April 2015 - 01:14 PM



    ; Must come BEFORE the CreateObjectDie; when the CreateObjectDie processes the death,
    ; it will remove our ring upgrade which will remove the ONE_RING model condition which will
    ; confuse the FXList into thinking this was not the fortress with the one ring...
	Behavior = FXListDie ModuleTag_AnnounceWeLostTheRing
		DeathFX = AnnounceFortressDeathLostRingFX  ; FXList checks for ONE_RING model condition internally
	End
	
	; Spawn a dropped ring object if we have the ring hero upgrade
	Behavior = CreateObjectDie ModuleTag_DropTheRing
		CreationList	= OCL_TheOneRing
		
		; Needs both the player and object versions to create a ring when destroyed.
		UpgradeRequired	= Upgrade_RingHero Upgrade_FortressRingHero
	End

	Behavior = ModelConditionUpgrade ModuleTag_ForFX
		TriggeredBy			= Upgrade_RingHero Upgrade_FortressRingHero
		RequiresAllTriggers	= Yes
		AddConditionFlags	= ONE_RING
	End
	
	; Special draw module just for rendering the ring model over the fortress to indicate ownership.
	Draw = W3DScriptedModelDraw ModuleTag_RingFX
  
    DefaultModelConditionState
      Model = None
    End
		
		ModelConditionState = ONE_RING
			Model = EXOneRing
		End
		
	End

;############################################################;Sûlherokhh mod start
	; Behavior = ObjectCreationUpgrade GiveMeTheCheatBonus
		; TriggeredBy				= Upgrade_AllFactionUpgrade
		; Delay					= 0.0
		; ThingToSpawn			= CheatProvider_SEE
		; FadeInTime				= 100
	; End
  
	; Player creates the RingStealer Gollum as soon as the Ring has been brought to the fortress
	; Behavior = ObjectCreationUpgrade ModuleTag_CreateTheRingStealer_CreateRingStatus1
		; TriggeredBy		= Upgrade_FortressCanGetRing_SEE Upgrade_FortressHasBeenEntered_SEE
		; RequiresAllTriggers	= Yes
		; GrantUpgrade		=	Upgrade_FortressRingHero
		; Delay			= 0.0
	; End
	Behavior = ObjectCreationUpgrade ModuleTag_CreateTheRingStealer_CreateRingStatus2
		TriggeredBy		= Upgrade_FortressRingHero Upgrade_RingHero
		RequiresAllTriggers	= Yes
		Delay			= 0.0
		FadeInTime		= 0
		ThingToSpawn	= CreateGollumTheRingStealerEgg_SEE
		Offset			= X:50.0 Y:0.0 Z:0.0
		FadeInTime		= 0
	End
  
	// Player creates 'ringisstolen' announcement object
	; Behavior = ObjectCreationUpgrade ModuleTag_CreateTheRingStolenAnnouncer
		; TriggeredBy		= Upgrade_RaiseShield		
		; Delay			= 0.0
		; ThingToSpawn	= WeLostTheRingFortressRingStolenAnnouncer_SEE
		; Offset			= X:0.0 Y:0.0 Z:0.0
		; FadeInTime		= 0
	; End
	// and removes Ring Upgrades
	Behavior = RemoveUpgradeUpgrade ModuleTag_RemoveRingUpgrades
		TriggeredBy					= Upgrade_RaiseShield
		UpgradeToRemove				= Upgrade_RingHero Upgrade_FortressRingHero
		RemoveFromAllPlayerObjects	= Yes
		; SuppressEvaEventForRemoval	= Yes ; Hack -- this is to avoid the Eva event about 'Gollum stole our ring'
		                                 ; when we are actually losing the upgrade because we built the ring hero
	End
	; makes Gollum angry
	Behavior = AttributeModifierAuraUpdate ModuleTag_RingLeadership
		StartsActive	= No ;If no, requires upgrade to turn on.
		BonusName		= GollumRingStealingStrikeEnabler_SEE
		TriggeredBy		= Upgrade_RingHero Upgrade_FortressRingHero
		RequiresAllTriggers	= Yes
		RefreshDelay	= 1000
		Range			= M_GENERIC_KEEP_FLOOR_RADIUS
		TargetEnemy		= Yes
		ObjectFilter	= NONE +NEUTRALGOLLUM +NeutralGollum_RingStealer
	End
;############################################################;Sûlherokhh mod end

	; Behavior = FireWeaponUpdate ModuleTag_HomingBeaconWeapon
		; FireWeaponNugget
			; WeaponName = FortressHomingBeaconDestroyWeapon_SEE
			; FireDelay = 0
			; OneShot = No
		; End
		; // HeroModeTrigger = Yes ; this only happens when hero mode is active
	; End

;############################################################;Sûlherokhh mod start
	//Entry Status Removal
	Behavior = ObjectCreationUpgrade RemoveEnteredStatus
		TriggeredBy		= Upgrade_FortressHasBeenEntered_SEE
		ConflictsWith		= Upgrade_FortressRingHero
		Delay			= 50.0				
		ThingToSpawn	= FortressEntryConditionTimer_SEE		
		FadeInTime		= 100
	End
	; Behavior = SlaveWatcherBehavior WatchTheTimer
		; RemoveUpgrade		=	Upgrade_FortressHasBeenEntered_SEE			;//when our slave dies, remove this upgrade, so we can get the upgrade again.
		; // GrantUpgrade		=	Upgrade_DragonNestFireDrakeButtonEnable	;//when our slave dies, enable the button that allows us to buy a new one		
		; // LetSlaveLive		= Yes
	; End
;############################################################;Sûlherokhh mod end

	; Behavior = DamageFieldUpdate ModuleTag_HomingBeaconWeapon
		; Radius = 150
		; ObjectFilter = NONE +HeroHomingBeacon_SEE ALLIES
		; RequiredUpgrade = Upgrade_StructureLevel1
		; FireWeaponNugget
			; WeaponName = FortressHomingBeaconDestroyWeapon_SEE
			; FireDelay = 0
			; OneShot = No
		; End
	; End

i overwrote this with the vanilla one and nothing happened. i also overwrote the OCL and the upgrade and still no result






0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users