BFME II World Builder
#1
Posted 05 March 2006 - 07:50 AM
#3
Posted 05 March 2006 - 08:37 AM
#5
Posted 05 March 2006 - 01:44 PM
i'm going to write a tutorial about this some day
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#6
Posted 05 March 2006 - 04:14 PM
#7
Posted 05 March 2006 - 09:54 PM
#8
Posted 06 March 2006 - 03:03 AM
1. Regarding the gollum thing(2playgames say he's going to write a tutorial on it but i'll explain very briefly) there are 8 waypoints on the map SkirmishGollum_SpawnPoint#. Then there will be some scripts to randomly place a gollum on it. Just two questions: 1. Are there other things that need to be done other than placing waypoints and writing scripts? 2. Is it possible to just export these scripts and import it to my own map?
2. that come back to my very first question regarding fortresses. there aren't any fortress on the MP map but there are two waypoints Player_2_start and Skirmish_spawn_point. so what does each point means? and i also notice a lot of farms across the map can anyone explain them??
oh and one more thing.. regarding the commandbuttons/commandset. since now there are the togglestance commandbuttons, is it possible to add more buttons and thus more ability and powers?
thanks
Edited by steve_randle, 06 March 2006 - 03:57 AM.
#10
Posted 06 March 2006 - 06:34 PM
#11
Posted 06 March 2006 - 09:34 PM
Is it possible to just export these scripts and import it to my own map?
probably
and i also notice a lot of farms across the map can anyone explain them??
i suppose they tell the AI where they can best build farms
oh and one more thing.. regarding the commandbuttons/commandset. since now there are the togglestance commandbuttons, is it possible to add more buttons and thus more ability and powers?
probably not, because the stance button might be harcoded that way
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#12
Posted 07 March 2006 - 06:03 AM
#13
Posted 08 March 2006 - 12:20 PM
Thank you.
And I'm sorry if steve you don't like that I post here.
#15
Posted 08 March 2006 - 01:14 PM
I'm sorry, I know it's an other question, but I don't want to creat a new topic and this topic is named "BFME II World Builder" so I post my question here. In fact when I want to open an EA's map (for exemple "map evil grey havens.map") this doesn't work, the map doesn't open, so I would likre to know why?
Thank you.
And I'm sorry if steve you don't like that I post here.
hey no problem mate.. i don't mind at all.. did you wait for the map to load.. it took me some time to open the map..
#18
Posted 08 March 2006 - 05:21 PM
If you can't, fix your code. If you haven't edited anything at all, you'll probably need to upgrade your ram, as Worldbuilder has a certain lust for computer's ressources
#19
Posted 08 March 2006 - 06:34 PM
#20
Posted 08 March 2006 - 08:21 PM
hmm, how many have said that to now? I mean, throughout the whole T3A age?i'm going to write a tutorial about this some day
many
many, i know. however, i never said 'some day' is going to be any day soon
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
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