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.