The system castles out BFME 1
#1
Posted 14 June 2013 - 01:18 PM
#2
Posted 14 June 2013 - 10:26 PM
You need to edit several ini's if you want to recreate the BFME 1 castle system in BFME 2, unless this is not what you mean?
#3
Posted 16 June 2013 - 07:13 AM
#4
Posted 16 June 2013 - 11:09 PM
You may need to change the bases and such as well, and maps on which you want this to happen, i believe there is a mod for bfme 2 that brings back bfme 1, i'd say check it out and see what is done there
#5
Posted 02 July 2013 - 12:15 PM
As I tried, but nothing came of it. Can anybody help me?
#6
Posted 25 July 2013 - 10:37 AM
You might try this:
- Edit civilianbuilding.ini (your base file should be unpacked at a castleflag-object, for example CastleflagNE)
- Edit the basefile (bse-file) in the worldbuilder; optional you can use the bfme1 bases ("castles")
- Use a bfme1 map or a bfme2 map with the bfme1-system including those black circles called "Castleflag", for example "CastleflagNE", should be aquivalent to your codings in civilianbuilding.ini
-> Edit the scripts of the map and add a script which unpacks the bases automatically after 5 seconds
- Delete the startingbuilding/fortress in the playertemplate.ini or comment it out for your faction
- Either create your own libraries or use the libraries of bfme1 for your faction, for example "GondorSkirmishAI" and implement this into the "playeraitypes.ini"
This should make it work Good Luck with it.
#7
Posted 31 July 2013 - 10:05 AM
Edit the scripts of the map and add a script which unpacks the bases automatically after 5 seconds
This my problem... How to edit these things?
#8
Posted 01 August 2013 - 10:43 AM
in the script editor in worldbuilder
#9
Posted 05 August 2013 - 03:06 PM
. Thanks.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users