The What, When, Where, and How on AI Ambushing (FAQ)
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RE: WHY DOES EVERYONE IGNORE ME!!!!
That solved it! but it still says that they are [NULL], how do I fix that?
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- Jedi
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Look at Penguin's Adding Local Sides tutorial and it will show you how to fix the [NULL] problem.
Edit:
Edit:
Penguin wrote:Now your pretty much done! save your .lua and munge! if you have done this correctly, you should now have jawas running around your map, but if you kill one of them, it will show up as
blahblahblah killed [NULL],
to fix this, go into your MOD_ID folder and run "editlocalize.bat"
once its started, right click on level and select Add key, name the key the three letter name of your map, mine is LTT (Local team Tutorial)
so now you wil have something like this
level -> LTT,
now you need to right click on LTT and select Add Scope, once youve done that rename it to the name that we set out local team in the .lua, remember, ours was jawas, so set it to jawas, it now should look something like this
level -> LTT -> jawas
select jawas and the boxes on the right side of the program will become ungreyed, under the level.MOD_ID.jawas type the name of the creatures that you have in the map, ours are jawas so i will type Jawa
now that that is down, click on the drop down menu below the box and select the next language, which shoudl be french, type jawa in the box again and then select a new language in the box, keep and doing this untill you've done every single language,
NOTE: it is VERY important that when your typing the name, that you do it in every language, other wise for people with different version of the game ((example, australians)) even though we speak english, it will still come up as [NULL] for us becouse there are two version of english in SWBF II, theres English, and UK English.
Also, if you've done a MASSIVE amount of custom sides, weapons, creatures, tips, etc. it can be VERY painfull to go back in and have to add all the names for other languages that you diddn't do the first time.
now save your language files and quit.
open up Visual Munge and select localize, then munge.
In game when you kill the jawas or what ever creatures you have it should coem up as what the typed in the boxes in the editlocalize.bat program.
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Open Ambush.lua and comment out the lineVyse wrote:Is there a code so that if you enter the region again, the ambush happens again?
ReleaseEnterRegion(trigger)
near the bottom. It will make it so if you exit and enter a region the ambush will happen again (only if the previous ambush has been killed)
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@theITfactor Waaaaay off topic, but... are you a Zelda fan? Your avatar immediately reminded me of Link, in fact, it is Link. I ask because I don't find too many people today that are fans of the games.
On-topic: What is an ambush, is it just a bunch of guys who spawn and do nothing, or do they spawn in order to surprise you and make something difficult?
On-topic: What is an ambush, is it just a bunch of guys who spawn and do nothing, or do they spawn in order to surprise you and make something difficult?
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They spawn, and they carry out their AIGoal, which is usually deatmatch.Master Fionwë wrote:@theITfactor Waaaaay off topic, but... are you a Zelda fan? Your avatar immediately reminded me of Link, in fact, it is Link. I ask because I don't find too many people today that are fans of the games.
On-topic: What is an ambush, is it just a bunch of guys who spawn and do nothing, or do they spawn in order to surprise you and make something difficult?
You can see examples of ambushes on my map.
And yes. I am a fan of The Legend of Zelda
@computergeek: Post your BFront2.log file after running your map using the modtools.exe
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Re: The What, When, Where, and How on AI Ambushing (FAQ)
This is not correct line, you forgot the ""
Correct line^)xwingguy wrote: The generic parameters for Ambush() as follows
Ambush(ambushpath, numDudes, fromTeam)
Code: Select all
Ambush("ambushpath", numDudes, fromTeam)