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Tactical markers


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#1 JUS_SAURON

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Posted 23 August 2009 - 10:10 PM

Hi my map looks good but AI sucks .
This is only against one player thankfully !

Using Player4 as Helms Deep and Player 3 as Isengard the game follows
THE TWO TOWERS movie with scripted events here and there .

When I am Isengard the AI cones to my gate and attacks which is good!


When I am Helms Deep - MEN , The Ai seems bored at their base
They only attack every 30 mins if at all or when I send a scout to
arouse them .

I know that tactical markers are available in WB that help with
AI attcking

PS the Helms Deep is similiar to EA's so I just want some AI coming to
the Main gate and Deeping wall and trying to get to the Helms Deep Arcade !

I need a little help with the EXPLANATION AND USE of the TACTICAL MARKERS !!

Thanks in advance !! :xd:

#2 Puzzler33

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Posted 23 August 2009 - 10:50 PM

Take a look at this (step 7 and perhaps 9). I think it may be what you are looking for, but it should be quite simple. For each player, you assign tactical markers so the AI knows where gates are, where they can out-flank the enemy, how they can go round the back to enter an enemy base and stuff like choke points and high ground where few units can boost their chances of surviving lots of units. Either way the AI is a quite basic on BFME I and II especially with custom maps. they improved it with RotWK but I'd still suggest it would probably work better with more support from scripted attacks and reinforcements and so on.

Edited by Puzzler33, 23 August 2009 - 10:51 PM.

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#3 Crusard

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Posted 23 August 2009 - 11:06 PM

I know BFME1's AI was scripted internally, then BFME2 has a "real" AI.

I thought tactical markers only worked for BFME1, not 2 :xd:

And yes, worldbuilder scripts to guide the enemy AI are the way to go :p

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#4 Puzzler33

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Posted 24 August 2009 - 09:56 AM

It may be that tactical markers are for BFME 1 only, quite a few things in worldbuilder are redundant like that. I was going on the assumption that they weren't that way.
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#5 JUS_SAURON

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Posted 25 August 2009 - 10:56 PM

It may be that tactical markers are for BFME 1 only, quite a few things in worldbuilder are redundant like that. I was going on the assumption that they weren't that way.

Thanks ! They do work to some extent in bfme2 .Not great but OK'ish :p
So how about a little help with the scripted stuff .

Something like If Edoras_gate is Closed Then Any AI near to the Gate attacks gate !
If Gate is destroyed then anyone near gate enters compound and is very aggresive !

If have done some basic script work but the complex stuff I need help .
I usually open EA's Maps to look at the script work .

#6 Puzzler33

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Posted 26 August 2009 - 11:46 AM

'Any AI near the gate' is very hard to do. It would mean making a subteam (Edit>Edit Teams) of the AI player and doing something like this:

IF
Unit 'Edoras_gate' is closed
*AND* Player 'Player_4' (which ever player is the AI) has units in area 'outside gate' (where the area shows how far you want units to come from).

THEN
Reference closest unit to waypoint 'Edoras Gate Waypoint' on team 'TeamPlyr4/Plyr4' as UnitRef 'unittransfer'

Then another script making that unit change team to that subteam

IF
True.

THEN
Change team of unit 'unittransfer' to team 'TeamPlyr4_Subteam'


(Something like that, but I'm not sure whether that 2nd script is possible. You would have this (non-deactivating) process continuing until the area was empty of unreferenced units or the gate was opened/destroyed. You could then tell the subteam to hunt or attack move to the fortress or whatever you would prefer).

There could also be a problem with Reference closest unit to waypoint 'Edoras Gate Waypoint' on team 'TeamPlyr4/Plyr4' as UnitRef 'unittransfer' because TeamPlyr4/Plyr4 may well include the subteam, which would make the units constantly be referenced until the gate was destroyed, open or the units move out of the area.


I was thinking more along the lines of either (this may not work)

IF
'Random Timer' has expired.

THEN
Start building team 'Player_4_Subteam'

- where the subteam is an army which once built (guessed by a timer) would attack the enemy.


Of course the easiest thing to do would simply be to spawn some reinforcements, give siege weapons the gate to target, give the rest an attack move and have them all on aggressive. You may also want to give the AI some extra money and CP and troops occasionally.
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