AI targetting & attack type
The Shell 02 Sep 2008
OK, I have set up an enemy AI. It produces Nuke Launchers which then hunt and replaces them when destroyed. I haven't set up attack priorities or object lists so the nuke launcher chooses the nearest unit for its target.
What I need to know is- how do I have the nuke launcher set it's ammo to either conventional nukes or neutron shells depending on the type of target? I know about object lists, attack priorities and the use command button ability but how do I set up scripts that detect the chosen target for shell selection?
Thanks
What I need to know is- how do I have the nuke launcher set it's ammo to either conventional nukes or neutron shells depending on the type of target? I know about object lists, attack priorities and the use command button ability but how do I set up scripts that detect the chosen target for shell selection?
Thanks
Dutchygamer 02 Sep 2008
That may be very hard too do... I'd suggest looking at the Ranger scripts; he sometimes switches to FB when attacking garrisond structures.
nip 02 Sep 2008
There is a condition under 'Unit' >>> 'Sighted' that could do the job...
*** IF ***
[???] Unit '???' sees a(n) '???' belonging to Player '???'.
*** THEN ***
Edited by nipthecat, 02 September 2008 - 17:52.
*** IF ***
[???] Unit '???' sees a(n) '???' belonging to Player '???'.
*** THEN ***
Edited by nipthecat, 02 September 2008 - 17:52.
The Shell 03 Sep 2008
Dutchygamer said:
I'd suggest looking at the Ranger scripts
nipthecat said:
There is a condition under 'Unit' >>> 'Sighted' that could do the job...
*** IF ***
[???] Unit '???' sees a(n) '???' belonging to Player '???'.
*** THEN ***
*** IF ***
[???] Unit '???' sees a(n) '???' belonging to Player '???'.
*** THEN ***
JJ 04 Sep 2008
Put it as a generic script, not 'Unit' >>> 'Sighted'.
Edited by JJ_, 04 September 2008 - 09:53.
Edited by JJ_, 04 September 2008 - 09:53.