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 ?
BFME 2 AI ring problem
#1
Posted 01 April 2015 - 04:07 PM
#2
Posted 01 April 2015 - 05:01 PM
He should just run in, at least if you didn't break that somehow
#3
Posted 01 April 2015 - 06:30 PM
#4
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
#5
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
Posted 02 April 2015 - 04:16 PM
Well maybe the filter is wrong, but that seems highly unlikely
(so find what M_GENERIC_FACTION_SLAUGHTERABLE is)
#7
Posted 02 April 2015 - 04:45 PM
#define M_GENERIC_FACTION_SLAUGHTERABLE ANY +INFANTRY +CAVALRY -HERO -SUMMONED +DOZER ;was -DOZER
#8
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?
#9
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
Posted 03 April 2015 - 12:42 PM
Why not just place gollum on a map and test it like that? (close to your starting position might also be an idea )
#11
Posted 03 April 2015 - 01:05 PM
i dont know how to place gollum on a map
#12
Posted 03 April 2015 - 01:14 PM
Worldbuilder, open a map, place the neutralgollum object on the map Quite simple
#13
Posted 03 April 2015 - 05:20 PM
LOL i cant get the ring in either
#14
Posted 04 April 2015 - 05:17 PM
What can i do now ?
#15
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
#16
Posted 07 April 2015 - 10:53 AM
yes they all have it
#17
Posted 07 April 2015 - 11:23 AM
Are you testing this with a specific unit, or just random ones?
#18
Posted 07 April 2015 - 11:44 AM
random
#19
Posted 07 April 2015 - 12:32 PM
Hm.. can you tell me whats inside the inc for the ring functions?
#20
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
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