- Revora Forums
- → Viewing Profile: Posts: Yaroslav
Yaroslav
Member Since 23 Jun 2010Offline Last Active Sep 26 2016 11:14 AM
Community Stats
- Group Project Team
- Active Posts 38
- Profile Views 2,111
- Age 31 years old
- Birthday May 27, 1993
-
Gender
Male
-
Blue Text
if you need help with the AI and expert coder - contact me))
Posts I've Made
In Topic: Quenta Silmarillion Mod - CODER AND MODELER NEEDED
16 April 2012 - 02:52 PM
In Topic: mounting with a duration?
29 March 2012 - 10:12 PM
Oh, I forgot all about DoCommandUpgrade))))
Yes, if you just add this entry it does also work well
There's a new question I have.
The horde members of this horde are using the skeleton of boromir.
Now I want to make them all use the "horn of gondor" animation during they use the specialpower what makes them mount on the other horde. Means, that they all have to use these animations:; -- Horn anims
AnimationState = UNPACKING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNA
AnimationMode = ONCE
End
End
AnimationState = PREPARING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = ONCE
End
EnteringStateFX = FX_BoromirHorn
End
AnimationState = PACKING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNC
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = LOOP
End
End
I hope you can help me with this problem.
; -- Horn anims
AnimationState = UNPACKING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNA
AnimationMode = ONCE
End
End
AnimationState = PREPARING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = ONCE
End
EnteringStateFX = FX_BoromirHorn
End
AnimationState = PACKING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNC
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = LOOP
End
End
; -- Horn anims
; Add whith space AnimationState for u reason.
AnimationState = UNPACKING SPECIAL_POWER_1 MOUNTED
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNA
AnimationMode = ONCE
End
End
AnimationState = PREPARING SPECIAL_POWER_1 MOUNTED
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = ONCE
End
EnteringStateFX = FX_BoromirHorn
End
AnimationState = PACKING SPECIAL_POWER_1 MOUNTED
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNC
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_POWER_1 MOUNTED
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = LOOP
End
End
In Topic: I could use some help makeing the AI use transport ships?
29 March 2012 - 10:06 PM
Hey again people.
Righty, I found a script (b_AIAttack - Transport Load) in libraries/ai_attack_execution/ai_attack_execution Map file that orders units into a transport unit. Im guessing that this script is not being called for though. So, I reckon, getting that called for should fix our problem.
I've spent ages looking through all the files in libraries but I still can't get a grasp of how it all worrks. For example, there are only four faction skirmish ai files (ai_mordorskirmish ect...) and they are for the four BfMe 1 factions (gondor, rohan, isengard and mordor) and they all seem to have the same content. These files kinda look like they're creating the teams that call on all the scripts in files like lib_attack_behaviors and ai_attack_execution ect.... But, because I haven't worked out how its all working and because I can't comfirm that these files are indeed responsable for creating all teams, I don't know where/how to add new teams that will call on the "b_AIAttack - Transport Load" script.
I don't suppose anyone has any ideas where or how I should start? Also, I may have compleatly misunderstood everything and have all the files figured totally wrong, in which case, if you could correct me I would really appreciate it.
Thanks a million guys.
I am too lazy to read and translate it all. and to explain the more ... well, these days I'll make you this "logic" for 1 faction. Are you the image and likeness for the rest.
but if you want a reasonable action by the AI, you have to add the flags on the island in worldbuider. Later, i'm explane all.
In Topic: mounting with a duration?
25 March 2012 - 04:03 PM
Oh, I forgot all about DoCommandUpgrade))))and wouldn't it be easier just to use this entry instead of the things in the scripts?:
Behavior = DoCommandUpgrade ModuleTag_UpgradeDrafted
TriggeredBy = Upgrade_Drafted
GetUpgradeCommandButtonName = Command_SpecialAbilityUnmountHorde
End
EDIT: I already tested this. It works.
Thank you for your help.
In Topic: I could use some help makeing the AI use transport ships?
25 March 2012 - 12:16 AM
.
*** IF *** Timer 'PastureStart' has expired. *AND* NOT Team 'Pasture1' has one or more units. *AND* NOT Unit 'PastureTransport1' exists and is alive. *** THEN *** Spawn an instance of Team 'Pasture1' at Waypoint 'Mordor3Walkon'. Move Team 'Pasture1' to Waypoint 'PickupPoint3'. Spawn Unit 'PastureTransport1' of type 'EvilMenTransportShip' on Team 'PastureTransports' at waypoint Waypoint 'OtherShipSpawnPoint' Set Unit 'PastureTransport1' strict control to TRUE. Unit 'PastureTransport1' EXACTLY follows waypoints, beginning at Waypoint Path 'PickupPath' Enable Script 'PastureLoading1'. Enable Script 'PastureTransportReplace'.
better to scan the island to find the enemy there, and if so what do the ships and the "stuff" to other units script there.
- Revora Forums
- → Viewing Profile: Posts: Yaroslav
- Privacy Policy
- Forum Guidelines ·