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Register and log in to move these advertisements down Custom Structures & AI for BFME1
You can then add the reference to your new subroutine in the “[S A nd] [E N H]g_PredBuild - Run Build Scripts” with the following code in the action section of the script:
Note that we are classing our Barracks as a type of infantry factory… this is by design as we don’t want to have to set up a whole new set of scripts, we can piggy-back on the infantry detection system. Move on to the “[ns A]g_Predictive Monitoring” script folder, and take a look at the “[S A nd] [E N H]g_PredBuild - Monitor Buildings” script file. Note that the AI system is constantly keeping track of the number of factories and units of both itself and opponents during run time… this is the infantry detection system we are using since our Barracks is a type of “Infantry Factory”. On a side note: The “Infantry Factory” object is available from “Object Lists” section of the system hierarchy. To use the infantry method correctly I have made sure that my “RohanBarracks” is declared as a factory, and any hordes that it can build are declared as infantry (NOT archers – they are different!) in “lib_object_lists.map”. Finally, we need to write a script that will force the build priority of our Barracks in relation to other unit types during run time. Copy the “[S A nd] [E N H]g_PredBuild - Set Infantry Building Priority” script file and change the name to “[S A nd] [E N H]g_PredBuild - Set Barracks Building Priority”. Then modify the condition/action statements in accordance with the following: Links / Downloads
CommentsDisplay order: Newest first Hebblewhite - Wednesday July 18, 2007 - 15:58 I've attached a pdf version for easier reading! |
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