Modding Union
[en] - Modding Corner => Coding => Thema gestartet von: elf-king am 20. Jul 2014, 18:34
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Hi, there is a question at the expense of gnomes: the AI chooses between the three kingdom. where to find the code corresponding to this?
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You can find this in the edain_maps.big. There is the map ai_men of the west.map, which has the scripts for choosing the dwarves clan in the folder Zwergen.
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How summon hordes from the border of the map?
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You can't yet. This feature will be added at version 4.0.
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Can you tell me how to do it?
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You can't simply code that and it's a huge amount of work.
You have to add waypointpaths to every map with the same name - afterwards you have to use scripts in the library which spawns troups as soon as an ability is used/a timer has expired or whenever you want the units to be spawned.
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okey, Thanks!
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tell me where I can in ini.big video that plays when the game starts
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video.ini
the first few codes.
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In Edain 3.8.1 how to do so that AI captured build plots and build buildings, as in Edain 4.0?
I posted build plots on the map, but AI don't captures and build on them a buildings.
http://modding-union.com/updates/edain2/uload/4_1356301905.jpg
http://modding-union.com/updates/edain2/uload/3_1356301795.jpg
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It's not that easy.
We have defined them in 4.0 similar to normal outposts, therefore the AI tries to capture them and run to them. Additionally you have to use the libraries (scripts) to tell them to build something.
Additonally you have to give them money, as they mostly don't have enough money for building something.
Just look in our libraries, but it's quite a lot of work to do.
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I have a question, please help me: I saw that the Edain mod uses _gamedata.inc. in my mod I tried to use this .inc section, but does not work probably need to register #include "..\_gamedata.inc" and where?
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Edain Mod has included the _gamedata.inc in data\ini\default\water.ini.