 |
Forum Info
|
 |
Forum Members: 18,574
Total Threads: 8,654
Posts: 94,412
Administrators:
DeeZire, Redemption
There are currently 61 users online.
|
 |
Partner Links
|
 |
 |
Advertisements
|
 |
|
| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
08-28-2003, 09:49 AM
|
#1 (permalink)
|
|
Senior Member
Join Date: Aug 2003
Posts: 109
|
Terrorist AI
I've added five terrorists to a GLA Technical (Initial Payload) that gives
them a ride to the front lines and when the Technical is destroyed - the
Terrorists just stand around without seeking a target. There is a small
trigger in the FractionUnit.ini that is something like AgressiveOnExit = Yes,
but that doesn't make them automatically seek something to destroy.
Can anyone shed some light on what needs to be added for Terrorists
to automatically run for enemy units after exiting a vehicle?
Thanks!
|
|
|
08-28-2003, 10:14 AM
|
#2 (permalink)
|
|
Junior Member
Join Date: Dec 2002
Location: USA
Posts: 0
|
generic script..All Hunt.
|
|
|
08-28-2003, 10:22 AM
|
#3 (permalink)
|
|
Senior Member
Join Date: Aug 2003
Posts: 109
|
Not sure what you mean. Is this found in the FactionUnit.ini or some place else? "All Hunt" - Is there a unit that currently uses this? I'm confused.
Are you talking about this:
Behavior = CommandButtonHuntUpdate ModuleTag_09 ; allows use of command button hunt script with this unit.
End
Also, found this interesting within the FactionUnit.ini about the Terrorist:
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Wouldn't that basically tell the Terrorist if it's just standing around to
go look for something to destroy? It seems that currently, when a
Terrorist is built - he comes out of the barracks and waits for you
to control him (which makes sense), but if he were to be "dropped"
into the heat of a battlefield - he'll just stand there without engaging
a enemy unit.
Interestingly enough, using Rebels or TunnelDefenders will work
without any problems - they'll start shooting up the place. So, I'm
looking for that magic combination to make the Terrorist agressive
when the GLA Technical has been destroyed and surrounded by the
enemy.
Appreciate the help.
Colton
|
|
|
08-28-2003, 01:39 PM
|
#4 (permalink)
|
|
Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
|
The AutoAcquireEnemiesWhenIdle part simply allows units to auto-engage enemies that come within weapon range. Compare the crusader to the inferno cannon or the overlord to the tomahawk for example.
What you need is a keyword/script that tells units that exit the transport when it is destroyed to go into guard area mode. Don't know how to do it though.
|
|
|
08-28-2003, 01:59 PM
|
#5 (permalink)
|
|
Senior Member
Join Date: Aug 2003
Posts: 109
|
Understandable.
However, what exactly is the weapon range for the Terrorist? If they are
idle in the battlefield - shouldn't they attack the enemy unit or building
that is directly next to them? That is what confuses me since the Rebel
and the TunnelDefender have no problems with initiating an attack if
a enemy unit comes within range, but the Terrorist doesn't seem to have
a range ability.
Hmmm ... just thought of something. I think it has everything to do with
the defending ability. When selecting the Rebel and/or TunnelDefender -
you can guard areas with these units, but Terrorist doesn't have a guard
option in his command_button. So, obviously, the Terrorist wouldn't do
anything except stand around and wait for a command.
Silly to me that the Terrorist wouldn't have the guarding ability, but who
wants the Terrorist to explode on their own base if the enemy got too
close to your own buildings. OUCH! I guess it is a precaution to not
let the Terrorist wreak havoc against yourself.
Otherwise, I suppose using the Rebel/TunnelDefender guarding abilities
for the Terrorist should work - regardless if it makes horrible decisions.
Any other suggestions would be appreciated.
Colton
[UPDATE] Groan ... yes, Terrorists do have Guard abilities, but not the
AttackMove command, so I'm guessing it has everything to do with that.
|
|
|
08-29-2003, 03:26 AM
|
#6 (permalink)
|
|
Senior Member
Join Date: Mar 2003
Location: UK
Posts: 676
|
Maybe you can add the attack move command? If you don't want your terrorists to blow up your base while guarding you could create a new unit which is basically a copy of the terrorist except it does have all the things you need set and the only way to get it would be by building a Technical.
|
|
|
08-29-2003, 08:06 AM
|
#7 (permalink)
|
|
Member
Join Date: Jan 2003
Location: USA
Posts: 43
|
The terrorists weapon range is praticly nothing, so that is why it looks like a suicide bomber. It has to be almost ontop of something for the weapon to work. So, that is why it doesn't get targets when idle. It would if they almost ran it over though.
|
|
|
08-29-2003, 05:00 PM
|
#8 (permalink)
|
|
Senior Member
Join Date: Aug 2003
Posts: 109
|
Well, I got it to work, but I'm still curious on how a Terrorist can target
a unit or building and if that unit/building were to be destroyed before
the Terrorist can reach its target - it automatically selects a new target
and starts running towards it. The terrorist doesn't need to be "on top"
of the target to select it - it'll just go after whatever seems worthy of
destroying within its radius.
Okay, here's the fun part of what I did. I increased the VisionRange
for the Terrorist to 99999.0 or something like that. So now, if there is
some enemy unit(s) on the map - it'll select it and run to it. I know it
seems excessive, but the Terrorist doesn't have a hard-coded attack
mode built into its AI so that it automatically (i.e. human-like) finds
something to chase after.
Thanks for the input, guys!
Colton
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 05:19 PM.
|