I propose to you guys who are developing ai's to add a "simple" code on the UnitDamaged function detecting if the comm is the on being damaged to get a dgun command at the damager position, having the complication of not dgunning own stuff by comparing your units/buildings positions with the attackers position.
I know this is not the type of real improvement that is needed or so, but its a detail that actually gets nice, and makes it slightly more challengefull at an early stage of the game, for a "peacefull" few coding.
Dgunning Commander
Moderators: hoijui, Moderators
Possibly, but correcting it shouldn't be difficult. Something along the lines of:
Code: Select all
Underattack by= {UnitX} (pos x,y)
Last Pos 1: (x,y)\
Last Pos 2: (x,y)|--Determines if it's moving in a circle.
Last Pos 3: (x,y)/
If it's moving in a circle, it adjusts to fire a blast across the calculated path. If it's a straight line then it fires to hit there. If under attack by multiple I have to figure out how to take into account the spread of the D-Gun blast. That way I can conserve energy by getting two or three in one shot. I know how it's supposed to work, but not how to make it work.