AI: correct script command for Assaulter=yes units?
Does anyone have any experience or thoughts on how to get the AI to use Assaulter=yes units? I've tried a variety of things and am at a bit of a loss.
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ADDENDUM 11/20/2004 --
The correct answer is the obvious "attack occupiable," with the less obvious caveat that Assaulter=yes won't work unless the unit's primary weapon will allow it to attack the structure. So, for example, desolators and dogs, in the default configuration, won't do it, even though your use of them as a human player will allow /you/ to.
I haven't tried warhead tweaks, or seeing if the secondary weapon influences the AI's decision. That will be next.
ADDENDUM 11/20/2004 --
Tried to make Boris assault occupied buildings. Didn't work at first.
1. Upped his primary warhead structure damage to 50/50/50. Failed.
2. Stripped his secondary (Flare). Succeeded.
3. Dropped his primary to 1 and 2 %. Failed on each.
4. Set his primary to 3%. Succeeded.
5. Added his secondary back in. Failed.
6. Changed his secondary to 3/3/3. Succeeded.
So there appears to be an interaction between primary and secondary weapons when the AI makes a decision to attack an occupied building.
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