If you want to add your own custom Archetype you need to modify “aitype.awi” which is located in:
Black Ops 3 Root\deffiles\
Look for this part:
Asset.AddEntry_Combo( "movementtype", "human | bot | civilian | hero | advanced | robot | riotshield | dog | gorilla | vehicle | zombie | zombie_no_legs | zombie_keeper | zombie_dog | zombie_boss | mannequin | monkey | zombie_quad" ).SetTitle( "Movement Type" ).SetToolTip( "Movement type used to filter the traversal nodes while finding a path." ).Enable( isArchetypeAssetBool || isVariantAssetBool );
In this example we are going to add “custom_movement_type” as seen below:
Asset.AddEntry_Combo( "movementtype", "human | bot | civilian | hero | advanced | robot | riotshield | dog | gorilla | vehicle | zombie | zombie_no_legs | zombie_keeper | zombie_dog | zombie_boss | mannequin | monkey | zombie_quad | custom_movement_type" ).SetTitle( "Movement Type" ).SetToolTip( "Movement type used to filter the traversal nodes while finding a path." ).Enable( isArchetypeAssetBool || isVariantAssetBool );
Save the file and it should appear in APE
Now to make it appear in radiant we have to edit “t7.def.json” which is located in:
Black Ops 3 Root\bin\
Look for this part:
"movementtype_ignore":{ "type":"string", "flags":"bot,civilian,human,hero,advanced,mannequin,robot,riotshield,dog,gorilla,vehicle,zombie,zombie_no_legs,zombie_keeper,zombie_dog,zombie_boss,monkey,zombie_quad", "desc":"movementtypes that cannot use this node" }, "movementtype_require":{ "type":"string", "flags":"bot,civilian,human,hero,advanced,mannequin,robot,riotshield,dog,gorilla,vehicle,zombie,zombie_no_legs,zombie_keeper,zombie_dog,zombie_boss,monkey,zombie_quad", "desc":"movementtypes that an actor must have to use this node" },
And add the same movement type you added in the previous file, like below:
"movementtype_ignore":{ "type":"string", "flags":"bot,civilian,human,hero,advanced,mannequin,robot,riotshield,dog,gorilla,vehicle,zombie,zombie_no_legs,zombie_keeper,zombie_dog,zombie_boss,monkey,zombie_quad,custom_movement_type", "desc":"movementtypes that cannot use this node" }, "movementtype_require":{ "type":"string", "flags":"bot,civilian,human,hero,advanced,mannequin,robot,riotshield,dog,gorilla,vehicle,zombie,zombie_no_legs,zombie_keeper,zombie_dog,zombie_boss,monkey,zombie_quad,custom_movement_type", "desc":"movementtypes that an actor must have to use this node" },
Save the file and when you start up radiant it should appear on the traversal node.