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Prolong
Member Since 18 Mar 2009Offline Last Active Jun 27 2011 01:18 AM
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In Topic: Fire Data
23 June 2011 - 10:16 PM
In Topic: Fire Data
20 June 2011 - 02:24 PM
In Topic: Mordor Balrog AI
01 May 2011 - 01:03 PM
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.In Bfme1 he using but in Rotwk i played 1++ hours and he never use Balrog spell.
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
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).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?
In Topic: Fortress map "bugs"
20 November 2010 - 10:50 PM
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.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...
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 EndAnother 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
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