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BFME 2: Arcade Edition

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In-depth AI Coding

Avatar of Sulherokhh

Sulherokhh

Category: Code
Level: Expert
Created: Wednesday October 3, 2007 - 6:28
Updated: Friday August 27, 2010 - 19:26
Views: 28304
Summary: The beginning of a comprehensive guide to AI-modding for BfME2

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In-depth AI-Coding


This tutorial will show you different ways in making the AI use Special Powers, take specific actions or limit/randomize it's options. It is suited mostly for the advanced coder, though some of it's elements are easy to implement for beginners too.

While i will try to keep it organized, i will necessarily jump back and forth between several different aspects of coding. I might try and add several sections about BaseBuilding, SpellPurchase etc. later-on.


Newest additions:

  • Introductory Rant on page 2!
  • C1. General SkirmishAI Setup on page 9!
  • C2. General SkirmishAI_1 and _2 Settings: 'aidata.ini' on page 10!



INDEX:


00. Introduction - In which the reader will encounter something funny and sad about a misguided attempt to do something awesome but stopped halfway in it's tracks. (page 2)



A. Starting Simple (Object AI)

This contains 2 straightforward AI modules to put in your objects.

A1. 'AISpecialPowerUpdate' (page 3)
A2. 'AutoAbilityBehavior' (page 4)



B. Advanced AI Modding (Object AI).

This section contains a lot of specialized modules, as well as a custom approach on implementing it for the AI (and NOT for the player). Knowledge of LUA-scripting, ModelConditions, the works of Upgrades and a general feel for all Object-code is a prerequisite.

B1. The Basic Setup(page 5)
B2. Straightforward uses of the AI-Upgrade (page 6)
B3. Complicating the issue (page 7)
B4. Practical Use of 'AutoAbilityBehavior' for the AI controlled unit (page 8)



C. HAL 9000: Powerful AI In Need Of Brainsurgery. (progress: about a third written, unformattet)

This section contains a step by step explanation (or rather an estimate) on how the over-improved SkirmishAI_2 is set up and presumably works. It will provide the tools to customize a specific faction's AI to suit your needs.

C1. General SkirmishAI Setup (page 9)
C2. General SkirmishAI_1 and _2 Settings: 'aidata.ini' (page 10)
C3. General SkirmishAI_2 Settings: 'skirmishaidata.ini' (not done yet)


D. The Faction Base and Fortress (not done yet)

E. Spell Purchase Scripts(not done yet)

F. Custom AI Scripts(not done yet)



Comments and Suggestions are appreciated. Please go and try out these goodies. Should help in tuning up any mod. *grin*



Edit: Did some reformatting. Hopefully it looks readable now. Also reformatted and split up from 2 to 7 pages.
Edit(Jan.28th.2009): Small edit. Also starting work on section C. ...
Edit(Feb.14th.2009): Completed sections C1 and C2. Expanded to 10 pages. Some reformatting.

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Comments

Display order: Newest first | Page: 1, 2

Prolong - Thursday July 29, 2010 - 9:21

Very nice guide, even though it never got finished there is still a ton of great information here.

Elrond99 - Sunday February 15, 2009 - 7:52

Thanks for updating the Tutorial
It´s great to hear that it´s possible to make a new AI from scratch

Can´t wait for section F, custom AI scripts, that sounds really interesting
Especially since I know D and E already ;)

Sulherokhh (Team Chamber Member) - Saturday February 14, 2009 - 21:19

After 'D. The Faction Base and Fortress', i guess.
If you are asking for a date, you are asking the wrong guy. I don't have one. I work on modding related stuff mostly when i find the time and the mood strikes me. It's supposed to be fun, right? :)

Edit: But i might do it before the fortress and base setup. Depends on, well, which kind of work is going to be most interesting to me at the time. Scripts should be easier to do then the Basebuilding stuff, but a bit more to write as well, at least if i am going to do it right. I am starting to ramble... :O

jakonic - Saturday February 14, 2009 - 12:05

when will be finished Spell Purchase Scripts???please answer

Sulherokhh (Team Chamber Member) - Thursday November 29, 2007 - 17:26

I sure will...

Edit: Do you have any particular requests? If i have done it already, it shouldn't be hard to post a solution here. If it's not, chances are that i was going to look into it anyway. Except for the general skirmishsetup and bases, since those will require extesive explanations which i was planning to do anyway when i find the time.

So shoot! :)

Rob38 (Team Chamber Member) - Thursday November 29, 2007 - 11:00

This is by far one of my favorite tutorials on T3A! Please continue to add more :)

Sulherokhh (Team Chamber Member) - Wednesday October 3, 2007 - 23:07

I am glad you can put it to use, Rob! Your feedback means a lot to me. :D

Rob38 (Team Chamber Member) - Wednesday October 3, 2007 - 22:27

Amazing! I also found a way to recognize if a player is controlled by the AI, but this looks to be a much easier method to use. Thank you for all your wonderful knowledge as there is some really cool stuff in here.

Sulherokhh (Team Chamber Member) - Wednesday October 3, 2007 - 19:18

I'll split it up. Let's see what would be a good way. - Edit: Done. I hope you like it.

Crashdoc - Wednesday October 3, 2007 - 16:48

Nice findings and interesting ways to use them. Thanks for sharing the knowledge!

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