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BFME 2 AI ring problem

bfme2 ring bfme2 ai problem fortress

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#21 Ridder Geel

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Posted 07 April 2015 - 01:58 PM

Maybe in the slaughter module thing from before add the Upgrade_FortressRingHero (its currently commented)


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#22 grunshac

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Posted 07 April 2015 - 02:25 PM

the slaughter mudule is the same with the vanilla one i dont think the problem is from it



#23 Ridder Geel

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Posted 07 April 2015 - 04:30 PM

It's highly unlikely that an SEE Upgrade is in it :p

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

 

And either way, anything is worth trying now :p


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#24 grunshac

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Posted 08 April 2015 - 07:15 AM

doesn't work



#25 Ridder Geel

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Posted 08 April 2015 - 07:52 AM

Are you able to drop the ring into other fortresses? Or none of them?


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#26 grunshac

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Posted 08 April 2015 - 09:00 AM

none



#27 Ridder Geel

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Posted 08 April 2015 - 09:40 AM

Thats nice... And this was not possible either in  the unmodded version of the SEE Mod?


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#28 grunshac

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Posted 08 April 2015 - 11:54 AM

i found out that i broke this function when i added a horde of internal archers to fire withi more arrows and i possibly occupied the garnison slot for the ring, how can i keep both ?

Behavior = HordeTransportContain ModuleTag_hordeGarrison ;HordeGarrisonContain
		ObjectStatusOfContained		= UNSELECTABLE UNATTACKABLE CAN_ATTACK ENCLOSED
		ContainMax              = 12
		Slots						= 12
		DamagePercentToUnits		= 0%
		PassengerFilter				= NONE +InternalBattleTowerEvilArcherFortress2
		PassengerBonePrefix			= PassengerBone:ARROW_ KindOf:INFANTRY
		AllowEnemiesInside				= No
		AllowAlliesInside				= No
		AllowNeutralInside				= No
		AllowOwnPlayerInsideOverride	= Yes
		ShowPips					= No
		KillPassengersOnDeath		= Yes
		EjectPassengersOnDeath		= No
		InitialPayload				= InternalBattleTowerEvilArcherFortress2 12
	End

Edited by grunshac, 08 April 2015 - 12:02 PM.


#29 Ridder Geel

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Posted 08 April 2015 - 01:39 PM

See what happens if you remove that module then :p


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#30 grunshac

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Posted 08 April 2015 - 02:06 PM

i removed the behavior i added and it worked but i want to keep it



#31 Ridder Geel

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Posted 08 April 2015 - 04:18 PM

See if something changes if you increase the ContainMax in that module.


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#32 grunshac

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Posted 08 April 2015 - 04:18 PM

doesnt change



#33 Ridder Geel

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Posted 08 April 2015 - 04:19 PM

Maybe increase the slots as well?


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#34 grunshac

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Posted 08 April 2015 - 04:42 PM

nope



#35 Ridder Geel

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Posted 08 April 2015 - 05:28 PM

See if you can remove the PassengerFilter                = NONE +InternalBattleTowerEvilArcherFortress2 without problems.

Also set those two values back to 12, and if that still doesn't work, see if it works when setting them to 99 or whatever :p

If not... well we will have to think about a different approach for this, or we can just conclude that it does not work like this...


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#36 grunshac

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Posted 08 April 2015 - 05:39 PM

it doesnt work. i think i should give up cuz the game is limited



#37 Ridder Geel

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Posted 08 April 2015 - 06:40 PM

Limited? How so?

And maybe you should make an invisible object, and add this to the base with the fortress, and have those objects be the ones shooting...


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#38 grunshac

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Posted 08 April 2015 - 07:02 PM

i tried but im not very experimented with this stuff mayabe can you make a code like yhis if you had some time and post it here



#39 Ridder Geel

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Posted 08 April 2015 - 07:30 PM

I'd say learn how to edit base files first, see if you are able to place a new buildplot for example, after you are able to do that, you should be able to add other things to a base...

I don't really have the time to make a base file and it's quite an important part of modding to learn, so you should give that a go first :)

If i'm not mistaken there were tutorials on making bse/base files on the3rdage.net ;)


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