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Take it a step at a time and I can guide you here on the forumĮdited by JUS_SAURON, 25 July 2020 - 09:53 PM. I just finished improving the rebuild for trebuchets, and better plot hunting - For BFME2 PS it working, but I am always improving the set-up Like adding the Named waypoints and importing the scriptĪnd setting up the start point waypoints as Beacon I use the map.ini so it does not mess with the other maps which is free buildĪnd it takes just a few steps to get it functional I use a lot of ‘imaginary ‘ or fake objects to get things workingĪ fake capture flag object, and a fake crate object The map ini, if you review it, mainly sets the proper rotations for buildings and button setup for the plots, and money deposit for farms
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#LOTR BATTLE FOR MIDDLE EARTH 2 SKIRMISH UPDATE#
I will update the BFME2 one in a few days as I am adding a new way to hunt for plots
#LOTR BATTLE FOR MIDDLE EARTH 2 SKIRMISH MOD#
The ROTWK mod should be easier to check, as its vanilla and you can easily compare the new codes to existingĬheck these ini files, All campsandcastles, upgrade, commandset, commandbuttons, civilianbuildings, tempobjects, Gondorbuildings, Rohanbuildings Look at the new codes in Civilian buildings, campsandcastles etcĮdited by JUS_SAURON, 25 July 2020 - 12:17 AM. Upgrades, New objects, command set changes, and new codes in existing objects There should be no need to alter the Map scripts, but you will have to add codes into your MOD to get it to function My uploaded ROTWK mod is fairly vanilla, so you can use the Mod as Template and add to it You need the AI to do 3 things effectivelyĪ combination of map scripting and game codes achieve this (to as close as BFME1 as I can manage ) I made a lot of explanation on how it works in the forum, I am not keeping any secrets, sharing as much as needed
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The scripts work currently for BOTH ROTWK and BFME2, but I plan to upgrade the scripts for BFME 2 in a few days It’s not an exact Tutorial in the readme file l, you do need some medium level of code understanding to implement The map ini is not necessary, you can delete it, but it does contain codes that help the game/ map function Search the mod files and check for the referencesīasically the scripts allow for building the buildings That is why I created a basic mod, and have files available