Hmm I didn´t use the -mod command for my mod. I have refined the musicscripts a little in the latest version of my mod, the script code posted here is the bare bones stuff.
Why don´t you rename your mod into something like _mymod.big and put it in the main folder. If the music works then, you know it´s a problem with the -mod command.
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gansnudel
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In Topic: question regarding music
16 September 2006 - 06:45 AM
In Topic: How to make the AI use/purchase spells?
06 September 2006 - 09:37 PM
Well the sad truth is that most of the stuff is bugged. I fixed it all up in my mod, which you can find here:
http://mevault.ign.c...2...tail&id=186
Spell purchasing is handled by the scripts in AI_spell_execution.map, which you find in libraries.big. The scripts are pretty selfexplanatory, but lots of them(almost all) have errors in the unmodded version, which leads to the AI not purchasing all spells.
The actual casting is handled in system.ini in ini.big with stuff like this:
Again a lot of the stuff doesn´t work well and some are just plain missing. I think I named all the missing ones in the readme of my mod.
The one spell I still haven´t been able to get to work is the scavenger power of the goblins. It gets bought correctly, because the spell purchasing script advances, but it doesn´t seem to get activated even though it´s a passive power. Any ideas?
http://mevault.ign.c...2...tail&id=186
Spell purchasing is handled by the scripts in AI_spell_execution.map, which you find in libraries.big. The scripts are pretty selfexplanatory, but lots of them(almost all) have errors in the unmodded version, which leads to the AI not purchasing all spells.
The actual casting is handled in system.ini in ini.big with stuff like this:
Behavior = AISpecialPowerUpdate SpellBookWarChantAI CommandButtonName = Command_SpellBookWarChant SpecialPowerAIType = AI_SPELLBOOK_ASSIST_BATTLE_BUFF SpecialPowerRadius = 100 End
Again a lot of the stuff doesn´t work well and some are just plain missing. I think I named all the missing ones in the readme of my mod.
The one spell I still haven´t been able to get to work is the scavenger power of the goblins. It gets bought correctly, because the spell purchasing script advances, but it doesn´t seem to get activated even though it´s a passive power. Any ideas?
In Topic: Allies in towers, dragon strike & CP's
20 August 2006 - 09:15 AM
No idea about the towers.
Dragonstrike uses this weapon (in weapon.ini of course):
I´m not sure about the commandpoints, but gamedata has these lines:
Try it out if changing them works.
Dragonstrike uses this weapon (in weapon.ini of course):
Weapon DragonStrikeStrafeWeapon
I´m not sure about the commandpoints, but gamedata has these lines:
;;; COMMAND POINTS FOR MULTIPLAY;;; GoodCommandPointsMP2 = 100 1000 ; 2 players EvilCommandPointsMP2 = 100 1000 GoodCommandPointsMP3 = 100 875 ; 3 players EvilCommandPointsMP3 = 100 875 GoodCommandPointsMP4 = 100 750 ; 4 players EvilCommandPointsMP4 = 100 750 GoodCommandPointsMP5 = 100 675 ; 5 players EvilCommandPointsMP5 = 100 675 GoodCommandPointsMP6 = 100 625 ; 6 players EvilCommandPointsMP6 = 100 625 GoodCommandPointsMP7 = 100 575 ; 7 players EvilCommandPointsMP7 = 100 575 GoodCommandPointsMP8 = 100 500 ; 8 players EvilCommandPointsMP8 = 100 500
Try it out if changing them works.
In Topic: AI editing in bfme2?
10 August 2006 - 12:23 PM
I don't know if this causes your error, but the total value for PercentageOfArmyPhase1 cannot exceed 100%, and yours is set at 110%
Are you sure about this? Because in the base game the total value for Percentageofarmyphase3 is way above 100% for goblins. Or is it only important for phase 1?
In Topic: Editing Stances
09 August 2006 - 05:34 AM
As far as I understand it, stances work because of the attributemodifiers they get. For example hold ground stance has a -90% Vision bonus. So the unit can´t see anything anymore except what´s directly next to it, which leads to it ignoring everything.
You might get the effect you desire by giving the units a SPEED=1% or SPEED=0% modifier in hold ground stance and remove the vision modifier. This should make the unit unable to move in hold ground stance, but still able to shoot.
Although in stances.ini there is this line in most modifiers: MeleeBehavior = Amoeba . I have no idea what it does.
edit: just tested it, and it kinda works, but turn speed isn´t affected and units don´t stop anymore when they are already moving while you give them the hold ground stance command. That makes them walk on the spot forever.
Targetting works though, so it´s only affected by that vision bonus modifier.
You might get the effect you desire by giving the units a SPEED=1% or SPEED=0% modifier in hold ground stance and remove the vision modifier. This should make the unit unable to move in hold ground stance, but still able to shoot.
Although in stances.ini there is this line in most modifiers: MeleeBehavior = Amoeba . I have no idea what it does.
edit: just tested it, and it kinda works, but turn speed isn´t affected and units don´t stop anymore when they are already moving while you give them the hold ground stance command. That makes them walk on the spot forever.
Targetting works though, so it´s only affected by that vision bonus modifier.
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