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BFME II World Builder


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#1 steve_randle

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Posted 05 March 2006 - 07:50 AM

Does anyone know in worldbuilder for BFME II what structure is used for starting fortresses in skirmishes? i can't find it...
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#2 Fingulfin

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Posted 05 March 2006 - 08:13 AM

I simply puut down whatever fortress I choose, and when in-game it turns it into the appropriate factions fortress. (Very Weird...)
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#3 steve_randle

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Posted 05 March 2006 - 08:37 AM

just tried it.. yea it is wierd... one more thing do i need to add gollum in worldbuilder?? or it will be in the game itself??
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#4 Fingulfin

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Posted 05 March 2006 - 10:18 AM

If you make sure the stting is on "Ring Hero 'ON'" in the setup menu it should stick Gollum in there for ya, but I havent tried it yet, so its not proven...
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#5 Bart

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Posted 05 March 2006 - 01:44 PM

you have to import a special script for gollum to appear, and you have to place some waypoints

i'm going to write a tutorial about this some day
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#6 Artifice

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Posted 05 March 2006 - 04:14 PM

Extract Maps.big and look at the maps they made. You have to do something like set waypoints 1-8 and then say spawn gollum randomly at 1-8.

#7 Fingulfin

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Posted 05 March 2006 - 09:54 PM

O ok! Im gonna replace Gollum with a unit in the Inheritance Mod, and will need to know exactly what to code. Ill Look forward to your Tutorial! (If you make one... If nto Ill just keep asking Questions...)
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#8 steve_randle

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Posted 06 March 2006 - 03:03 AM

After opening one of the MP maps to see, i've found some stuffs.

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.

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#9 Kelso

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Posted 06 March 2006 - 08:07 AM

spawn point is where the game places the fortress, start is where the game places the player's camera when the map loads. So they should be almost on top of each other for a straight skirmish game.
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#10 Artifice

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Posted 06 March 2006 - 06:34 PM

I don't understand why the farms are there either. It must be to show where 100% can be or something.

#11 Bart

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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
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#12 steve_randle

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Posted 07 March 2006 - 06:03 AM

right.. i'll try that out.. thanks for the replies
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#13 Clement

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Posted 08 March 2006 - 12:20 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.
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#14 Kelso

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Posted 08 March 2006 - 01:00 PM

What do you mean by "the map doesn't open"?
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#15 steve_randle

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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..
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#16 Lauri

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Posted 08 March 2006 - 04:55 PM

i'm going to write a tutorial about this some day

hmm, how many have said that to now? I mean, throughout the whole T3A age? :dry:
many

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#17 Clement

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Posted 08 March 2006 - 04:56 PM

I wait, nothing takes load, with you it works? And escuse me if my english it isn't perfect, I'm french.
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#18 ched

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Posted 08 March 2006 - 05:21 PM

I think EA fixed BFME II's worldbuilder by adding error catching as well, but if not, can you launch the game correctly with your code (if you edited it that is).

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 :dry:
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#19 Clement

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Posted 08 March 2006 - 06:34 PM

Oh no, I don't think that my computer is the problem I have 1024 DDR, and I can create a map, I have just a problem with the sytem "open". To know if to the problem came from a blocking of EA, I tried to open a map made by a mappor on mevault.ign.com and the result is same nothing does not load. I will try to reinstall.
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#20 Bart

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Posted 08 March 2006 - 08:21 PM

i'm going to write a tutorial about this some day

hmm, how many have said that to now? I mean, throughout the whole T3A age? :p
many


many, i know. however, i never said 'some day' is going to be any day soon
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