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Fudge

Member Since 12 May 2011
Offline Last Active Feb 15 2020 12:32 PM

Posts I've Made

In Topic: Antibor Cinematic video. BFME/ROTWK

06 February 2019 - 12:30 PM

Very nice


In Topic: Scripting - Build teams

25 January 2019 - 10:56 AM

Yeah it is but I play with AotR installed so I guessed it was due to the mod files. I don't know why its invisible for vanilla?


In Topic: Scripting - Build teams

24 January 2019 - 09:28 PM

You can increase the number of instances on this team at any one time by increasing the 'Maximum' number  in the team identity tab. Its in the top right I believe? So the AI would produce X amount of that team.


In Topic: Scripting - Build teams

24 January 2019 - 09:13 PM

You guys should use this manual. It is excellent and can answer many of your questions - https://www.scribd.c...dBuilder-Manual


In Topic: Scripting - Build teams

24 January 2019 - 09:11 PM

Glad it works! Let me know if you ever need anymore help.

To answer your questions Jokuc:

  1.  The Counter should have been 1. It just keeps track of whether the team is alive or not. So if its <1 then the AI knows to start building it again. I will put it above 1 sometimes as the AI can incorrectly build the same team simultaneously from two different buildings, thereby breaking the counter. Flags also work in this setup.
  2.  Execute Script Sequentially just means the team will execute the script actions in an order. So they do action 1, then action 2 and so on. Its essential for scripting patrols and such. In BFME 2 you can just tick the script sequential button, rather than telling one script to execute another sequentially (So you wouldn't need the TS script).
  3. I just used 300 because EA does. According to the WB manual - When a team’s script condition and priority have been met, the AI attempts to build the team for the number of frames in this field.
  4. Again I picked 100 just randomly. You could use 1.
  5. That field increase or decrease the priority for creating another instance of the team, according to whether it succeeds or fails in completing its objective. I believe this may not work in BFME 2.
  6. I cannot tell you exactly how it works. But the AI will monitor these condition scripts and build teams when the conditions defined in them are met. You can also put actions in these scripts for the team to carry out, you just have to tick "Execute associated actions" box.
  7. I am not sure what you mean by this? The 'On destroyed' field is set to 100%, so I can run a script that will reduce the counter/set a flag that the AI can use to build another instance of that team.
  8. I don't know why the haradrim palace is invisible..haha.