Auto-Target Paralyzers

Auto-Target Paralyzers

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Auto-Target Paralyzers

Post by Noruas »

Because there are auto skirmishers and auto raiders, yadadaa, how bout a lua widget that automatically aims to the next target when its confirmed paralyzed for 3-5 seconds at least.
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: Auto-Target Paralyzers

Post by Caydr »

I'd approve of this one, paralyzers are IMHO an exception to my rule that auto-micro is lame. All other units in the game are made intelligent enough to realize they've finished their job and it's time to move on to the next target, unlike paralyzers, which will just continue shooting their current target endlessly.

Fire states could be used to control its behavior. Hold fire would be similar to current behavior, fire at will would perform active target seeking.
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momfreeek
Posts: 625
Joined: 29 Apr 2008, 16:50

Re: Auto-Target Paralyzers

Post by momfreeek »

Caydr wrote:auto-micro is lame
boring micro is lame

I don't want dumb schmucks, I want an army of highly intelligent automations to order around! I want them to think for themselves, avoid enemy fire and if they're getting pummelled run away! When I do something stupid, I want them refusing my orders, revolting and deciding to build their own empire instead. vive la revolutione!!
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Auto-Target Paralyzers

Post by lurker »

It's not that much effort to tune the targetting code for this, too.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Auto-Target Paralyzers

Post by Tobi »

TargetWeight COB function.

EDIT: not sure how easy it is to get paralyzeDamage in COB though, might need call to Lua or just wait for Lua unit scripts.
Google_Frog
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Joined: 12 Oct 2007, 09:24

Re: Auto-Target Paralyzers

Post by Google_Frog »

Isn't this already their behavior? I'm sure it works with bladewings, select a group of bladewings and tell them to rectangle attack a few enemy units and they will move on when one is stunned. Set the bladewings to repeat and all the enemies should remain stunned.
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Auto-Target Paralyzers

Post by JohannesH »

just use attack+draw. Theyll switch targets that way.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Auto-Target Paralyzers

Post by AF »

These sorts of things belong as enhanced unit AIs written in gadgets not as user widgets.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Auto-Target Paralyzers

Post by Tobi »

Google_Frog wrote:Isn't this already their behavior? I'm sure it works with bladewings, select a group of bladewings and tell them to rectangle attack a few enemy units and they will move on when one is stunned. Set the bladewings to repeat and all the enemies should remain stunned.
Yes, target priority is multiplied by 4 if unit is stunned (lower prio = targetted earlier), but I found in practice (for XTA spiders at least) other factors have much more influence (proximity).

I got slightly better results already by setting proximitypriority=0 for the weapon.
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