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.
All mods on indefinite hold

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).
The BOBclan:  A Rich History


Quote from: Unit 33 on November 29, 2014, 03:44:44 AM'Please, tell me more about the logistics of the design of laser swords being wielded by space wizards' - Some guy on the internet.

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