is it possible to make ai identify specific trooper types like in bf2 ?

Started by wsa30h, December 15, 2020, 06:01:36 AM

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so thanks to giftheck i managed to make working announcers with the bf2 hero announcer replacing the stock one. but now am wondering can i get the clones to say we got droids like in bf2 ?
mods and maps in progress:<br />--Bf1 expanded edition 3.0 version
-- bf1 tcw battles
-- bf1 seasons mod season 1
-- bf2 expanded edition tbh

Afraid not. In SWBF2 that's all controlled through ODF, and those specific commands are absent in the SWBF1 ODF system.
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1
--Endor: Imperial Base

ah well thanks for your reply. i didnt think it was possible.
mods and maps in progress:<br />--Bf1 expanded edition 3.0 version
-- bf1 tcw battles
-- bf1 seasons mod season 1
-- bf2 expanded edition tbh

i wonder how it is managed?

SWBF1 AI identify incoming grenades after all

SWBF1 does have some, but it's not much.  Here's the Clone Trooper for reference.
HurtSound = "rep_inf_com_chatter_wound"
DeathSound              = "rep_inf_com_chatter_death"
AcquiredTargetSound     = "rep_inf_com_chatter_acquired"
HidingSound             = "rep_inf_com_chatter_hide"
ApproachingTargetSound  = "rep_inf_com_chatter_approach"
FleeSound               = "rep_inf_com_chatter_flee"
PreparingForDamageSound = "rep_inf_com_chatter_predamage"
HeardEnemySound         = "rep_inf_com_chatter_heard"


Probably preparingForDamageSound for grenades?

Definitely nothing in there to identify trooper types during the game though, other than predefined behaviors (so no sound effects).
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ah yes well i might be able to work with that.
mods and maps in progress:<br />--Bf1 expanded edition 3.0 version
-- bf1 tcw battles
-- bf1 seasons mod season 1
-- bf2 expanded edition tbh