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AI tutorial


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#1 cahik_

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Posted 08 July 2006 - 07:47 PM

Topic of BFME2 AI has been discuss in other topic. So i decide to make tutorial on what i know so far about making AI for new units, spells and abilities.

If you have any question feel free to ask. I will try to help :p

enjoy it :p

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#2 zimoo

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Posted 08 July 2006 - 07:57 PM

Well I knew how to do those things (thanks to our discussion on MSN), but this will certainly help out other people. Great job :p
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#3 Phil

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Posted 08 July 2006 - 09:47 PM

Hmm... looks helpful and proper. Good job :thumbsup: . (What a pity I don't have BFME2... *sigh*)

BTW: Someone move this to the User Submitted section.

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#4 Pixel

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Posted 08 July 2006 - 09:58 PM

Thank you Cahik! :p Reading it now :p

#5 gansnudel

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Posted 24 July 2006 - 07:47 AM

A couple of corrections/additions:

AI_SPELLBOOK_ALWAYS_FIRE: this has nothing to do with increasing fire, it simply triggers the ability everytime the cooldown is over. I use it for warg howl and goblin poison blades in my mod.

AI_SPECIAL_POWER_CAPTURE_BUILDING: this simply enables a AI unit to capture buildings like outposts/inns, when it is near them.

AI_SPELLBOOK_STRUCTURE_BASEKILL: don´t use this for spells that can´t be targeted directly on buildings(like the balrog), the AI will often try to cast that spell directly on top of the building, so it won´t work unless the building gets destroyed some other way.

AI_SPELLBOOK_STRUCTURE_BREAKER_PREF_WALLS : Similar to the above that doesn´t work well. You can witness that this doesn´t work well sometimes with an elven AI. It often summons ents directly after a fortress goes down on the spot where the fort used to stand. Works pretty fine for wyrms though.

AI_SPELLBOOK_ARMY_BREAKER :
This is probably the most useful one. It works great for everything where you want to target a bunch of enemy troops with an ability that has a good range. In my mod I use it for dragon teleport, balrog wings, ranger longshot and the fortress abilities like wizard tower/gorgoroth spire.

AI_SPECIAL_POWER_BASIC_SELF_BUFF:
This seems to trigger when the unit is on roughly half health, not when it is surrounded so for boosts with a rather low cooldown, you may rather want to use always_fire.

SpecialPowerRadius : My testing suggests that this is actually a range parameter, which determines how far the target unit can be away from the casting unit.
So for abilities that are used in close combat you want a very low radius, e. g. wormtongue´s backstab has 50 and works, whereas morgulblade has 100 basegame and doesn´t seem to work.

#6 Fingulfin

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Posted 24 July 2006 - 09:31 PM

Quick Question: How do you get the AI to build a new building? Didn't seem to be covered :p
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#7 Gumby22don

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Posted 25 July 2006 - 03:33 AM

o come on, you know that's not a quick question Fingulfin. don't lie.

Don
have a great day
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#8 zimoo

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Posted 25 July 2006 - 11:50 AM

Quick Question: How do you get the AI to build a new building? Didn't seem to be covered wink.gif


You edit the .bse files found in bases.big, then add them to your mod files :p
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#9 Der Alte

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Posted 11 February 2007 - 04:28 PM

Great tutorial :shiftee:

But pls could anyone tell me - if I want the AI first to build up a bigger army before it attacks - what must I do ???




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