patrol/attack options

patrol/attack options

Requests for features in the spring code.

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emmanuel
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Joined: 28 May 2005, 22:43

patrol/attack options

Post by emmanuel »

8 builders_wars_mod hav problem
same for all commanders/builder_with_weapon=>when patrol a unit can: reclaim_energy reclaim_metal heal help_build help_product attack
and in game a builder_warrior in patrol prefere reclaim when be under attack

a priority switch is needed
same for a unit attack a plane with an slowly nuc gun in your home
same for all little missile unit attack the hudge armored and in same time are attacked by little vtol
badtarget nochase are disabled seems and only target are so restrictiv
i sugest cooding an "engine"ai for the fbi are choisen the better damage/armor value=>attack/defenc and hit probability and FRIENDLY FIRE/BLAST switch :nodirecthit noblasthit qualityhit (ex destroy ennemy damag friend or do more damag to ennemy than to friend)

and strategical fire switch attack_radar_first attack_jammer_first attack_metal_first attack_factory_first attack_builder_first attack_guidance_first and the so famous =>attack_commandeur_first
and the special for taspring=attack_piloted/remoted/selected_first
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Min3mat
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Post by Min3mat »

it will fire whilst reclaiming anyway.
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emmanuel
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Post by emmanuel »

actualy is a script can choise to stop reclaim/help/build for fighting ?
and mobilestand/fireorders seems not working in game
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KDR_11k
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Post by KDR_11k »

A script can choose whether a unit is currently in a position to reclaim or shoot. You'd know that had you read some documentation. Just block the StartBuilding function while the unit is in combat.
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emmanuel
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Post by emmanuel »

if a unit not fight back when reclaiming is a bad script or corect???
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SwiftSpear
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Post by SwiftSpear »

Do you want it to fight back while reclaiming or no? Both are possible as far as I know...
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emmanuel
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Post by emmanuel »

sure i want
all my units in patrol reclaim under attack and don t fight
maybe a switch same =firestandorders=1;
standingfireorder=2;
mobilestandorders=1;
standingmoveorder=2;
reclaimstandorders=1;
standingreclaimorder=2;
healstandorders=1;
standinghealorder=2;
helpstandorders=1;
standinghelporder=2;
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KDR_11k
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Post by KDR_11k »

Then don't stop the weapon from firing while building and make it stop building when the weapon is used.
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emmanuel
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Post by emmanuel »

but it s better to choise for an armored builder under infantry attack to not engaging
and for another =stop builder for engaging target if he s the best antitreat at this time
so give a switch for plan this cases
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KDR_11k
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Post by KDR_11k »

You can use the on/off state for that.
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emmanuel
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Post by emmanuel »

on/off in .cob ???

but if your builder hav a radar or a jammer on/off is used....

and about this:
when a mobil radar is on that EnergyUse=xxx;
and when off and move don t use energy
but a mobile unit without radar use energy when move...
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SwiftSpear
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Post by SwiftSpear »

KDR_11k wrote:Then don't stop the weapon from firing while building and make it stop building when the weapon is used.
The comm in any of the TA mods will build and fire at the same time... Is this not possible for emmanuel to do?
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KDR_11k
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Post by KDR_11k »

Yes, that is assuming he wants that.
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emmanuel
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Post by emmanuel »

only if nano hav a separat turet
in game only vlaunch weapon are working in patrol
when reclaim/help/heal started

the real problem is they don t stop activity for fight and die

standing orders=2 don t work too when stoped/wait
=>they are shooted and stay to stop

i don t know if is a bad script
or spring chang same badtarget/dont chase loose
because it seems all unit do same
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KDR_11k
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Post by KDR_11k »

My Titan can attack while building and both use the same turret.
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emmanuel
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Post by emmanuel »

yes i see some time a green nano past trought the builder for build in rear
titan is a boat builder with weapons ???????????????????
i want stol this script quicly for put in my mod with new design/parameters
where i can found it???
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