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Prolong

Member Since 18 Mar 2009
Offline Last Active Jun 27 2011 01:18 AM

Posts I've Made

In Topic: Fire Data

23 June 2011 - 10:16 PM

In other words, pretty much what I thought everything was (except I didn't realize MinMaxBurnRate was a random factor), and a massive mess to balance through so probably something I'll never get around to doing. It's good to hear my suspicions confirmed though, thanks for that. :)

In Topic: Fire Data

20 June 2011 - 02:24 PM

I mean information on what the exactly all the fields in FireLogicNuggets (in weapons) and FlammabilityData (in structures) do. I've searched around but I've never found a good source that reliably understands what all the different parameters are. :/

In Topic: Mordor Balrog AI

01 May 2011 - 01:03 PM

In Bfme1 he using but in Rotwk i played 1++ hours and he never use Balrog spell.

Again sorry for the late response, but the AI should be set up to summon the Balrog properly in base RotWK 2.00/2.01 as long as you are not playing vs. an Easy AI. However, be aware that it might take a very long time for the AI to do so due to the power point paths that the AI might follow in order to reach the Balrog, and the high power point costs of powers in BFME II. To edit the power point paths, open libraries\ai_spell_execution\ai_spell_execution.map in Worldbuilder and CAREFULLY mess around with the scripts in the map. :)

If the Fortress is destroyed, the AI should not be able to use any powers because power point usage is tied to the presence of the Fortress.

In Topic: AI crashes when playing my new faction.

01 May 2011 - 12:44 PM

I removed the upgrade buttons from the fortress commanset so that they couldn't be baught , do you think that would have worked for the IA?

A bit late I know, but this will NOT stop the AI from using the ability. The power does not have to be present in the AI's commandset in order for it to be able to use it! As long as the object has an AISpecialPowerUpdate with a valid commandbutton, then, if I remember correctly, then the AI can activate that commandbutton regardless of its presence in the object's commandset (and regardless of restrictions on that commandbutton; see Sulherokhh's AI Guide this site).

In Topic: Fortress map "bugs"

20 November 2010 - 10:50 PM

I had a similar bug on Minas Tirith against Isengard, a beserker had zero health but was still alive somehow, just wouldnt die and kept trashing my stuff. Was pretty annoying.

Unfortunately, it isn't always easy to tell why a bug like this happens. The best to look for your drummer troll problem would be the death behaviours, but if it is a map specific problem, and you can't find anything that changes these units for the map specifically, I'm afraid it will probably turn out to be some kind of engine bug that won't be fixable...

I'm curious about the Berserker bug - might it be a problem with the BurningDeath? I think that MIGHT be the problem. Perhaps you could try out my "solution" for it, and let me know that it failed (PM my account here since I don't regularly check these forums) if you ever see it occur again, or if you think it's gone.


AnimationState			= BURNINGDEATH;;,;; Uncommented - perhaps to fix invulnerable Berserker bug?
			Animation
				AnimationName	= IUUrukahi_MFDA
				AnimationMode	= LOOP
				Distance		= 50
			End
		End

	LocomotorSet;;,;; Uncommented - perhaps to fix invulnerable Berserker bug?
		Locomotor = BurningDeathLocomotorInfantry
		Condition = SET_BURNINGDEATH
		Speed	  = BURNINGDEATH_WANDERSPEED_INFANTRY
	End
Another way to attempt this might be the opposite approach:

Body = ActiveBody ModuleTag_02
		MaxHealth		 	= ISENGARD_BERSERKER_HEALTH			;BALANCE Uruk Hai Health
		MaxHealthDamaged	  = ISENGARD_BERSERKER_HEALTH_DAMAGED		
		BurningDeathBehavior	= No;;;;;Yes
	;;;;;BurningDeathFX		= FX_InfantryBurningFlame
		CheerRadius		= EMOTION_CHEER_RADIUS
		DodgePercent	  = 80%		

;; TAKEN OUT BY DESIGN... DON'T PUT THIS BACK...10/2004		
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;
;		DamagedAttributeModifier = BerserkerDamagedAttributeModifier
;   	ReallyDamagedAttributeModifier = BerserkerReallyDamagedAttributeModifier
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;

	End
	 

	Behavior = AIUpdateInterface ModuleTag_03
		AutoAcquireEnemiesWhenIdle 	= 	Yes ATTACK_BUILDINGS
		MoodAttackCheckRate			= 	500
		AILuaEventsList			=	InfantryFunctions
		AttackPriority			= 	AttackPriority_Infantry
;;;;;		BurningDeathTime		=	BURNINGDEATH_DURATION_INFANTRY
	End