Scenes
- Official documentation
- Hideout Template with Tutorial and savegame
- Testing Custom Scene Ingame
- Troubleshooting crashing Siege Scene
Snorri:
Debug Entity Script
search for "debug" in the entity browser, place it down and run it's script, there you can choose what type of scene you are making and see the requirements for it in terms of spawners and such
Zedforen:
when you select the add entities button type in spawnpointdebug and select the only option
place the item anywhere and select the entity (it wont have a physical shape unless you give it one)
select the scripts dropdown for the item then the SpawnPointDebugView and enable the ActiveDebugUIEditor
there now should be a minimized debug window somewhere on ur UI open it then press Scene Basic Information
select whatever option youre trying to make then select the Scene Entity Check Tab checkmark the NPC/Passages/Others/Animals and it shall show you what you need for that kind of scene
if you want to check if you have any of those things already press the Count Entities button and it will scan for any of the items in the scene
if there are any it will show in the current column
obv u need to have the minimum required entities that the scene demands for it to work and you can find out what those entities are by selecting the respective button on the right of the debug window I.E. battle_set sp_guard sp_king etc
Camera Instance
Use Show Display to instanly see the camera's view (with Render Skybox on).
Siege Engines
Snorri - from extensive siege scenes testing from creating them and figguring out how to make AI stupidnes at leest mimic what should be done
- Siege engines mostly aim for enemy siege engines (or rather siege engine crew), so anything around them could also by targeted by mistake. Placing your troops next to siege engines is not a best idea.
- It seems that after extensive, non effectice fire to enemy siege engines, or if they go beyond reach, or if there any from start, it choose another target.
- Siege engines can aim into singular troops, and it's super weird how precise it could be. Usually they will chose targets that are closer to them, but not always, it dose't seems to me that AI know if it shoot to whole formation or singular troop, so it will not chose to shoot to bigger stack as would be logical for most kills ratio.
- Siege engines need more or less direct sight to target, they can't shoot over walls, hills etc. it also don't care if friendly troops are in a way, that's why most defender siege engines are places nearly always so much on front, they can do sooo much friendly fire if you will give them a chance (as they will chose to shot more nearby enemy that is probably in fight with your troops).
- Siege engines don't seems to care about destructible things as merlons and roofs, they destroy them by mistake trying to target troops/siege engines.
It's all from just extensive observations and testing by changing things in scene editor.
Native scenes with terrain
FoozleMcDoozle:
The only base game scenes that have terrain are:
sp:
empire_village_003
khuzait_village_g
battania_village_k
sturgia_village_l
khuzait_castle_002
sturgia_town_b
battle_terrain_v
empire_castle_keep_a_l3_interior
empire_house_c_tavern_a
empire_dungeon_a
arena_empire_a
Main_map
sea_bandit_a
mountain_hideout_002
mp:
mp_siege_map_003
mp_skirmish_map_002f
mp_sergeant_map_008
mp_tdm_map_001
mp_battle_map_002
mp_duel_mode_map_004
Seasons
Change here: