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How to set up AI for a new Faction

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Elrond99

Category: Code
Level: Intermediate
Created: Sunday August 31, 2008 - 7:08
Updated: Monday September 1, 2008 - 12:32
Views: 9604
Summary: Tutorial that takes you through all necessary steps to create a new BFME2/ROTWK AI

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Coding the AI Bases

There are some steps left which we have to do

Open skirmishaidata.ini (data\ini\default\skirmishaidata.ini)

The first thing you´ll find is the code that makes the AI use the AI Bases

Let´s add our AI Base for the new Rohan Faction
              
Code

AIBase RohanBase
    Side = Rohan
    Map = "ai base - rohan - base_01"
    GameMapToUseOn = "<ANY>"
End


Ok, let me explain the parts of the code
              
Code

    Side = Rohan

it only works for Rohan

              
Code

    Map = "ai base - rohan - base_01"

the name of our AI Base - never use capital letters, unless you Hex-edited your AI Base

              
Code

    GameMapToUseOn = "<ANY>"

Works on every map

AI Bases for special maps

Some maps have special AI Bases, they look like this

              
Code

AIBase AngmarBase_Grey_Havens
    Side = Angmar
    Map = "AI BASE - ANGMAR - Grey Havens"
    GameMapToUseOn = "map wor grey havens.map"
    PlayerPositions = 1
    AllowsArbirtaryRotation = No
End


              
Code

    GameMapToUseOn = "map wor grey havens.map"

AI Base is made only for Grey Havens map

              
Code

    PlayerPositions = 1

Only Player 1 may use it

              
Code

    AllowsArbirtaryRotation = No

The AI base may not be rotated

The porter

Without this code the porter won´t do anything

              
Code

AIDozerAssignment RohanDefaultDozer
    Side = Rohan
    Unit = RohanPorter
End

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