Unit Behavioural AI

Unit Behavioural AI

Here is where ideas can be collected for the skirmish AI in development

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SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Unit Behavioural AI

Post by SpikedHelmet »

Possible? To what extent? Is it possible for a unit to automatically look for the closest avialable repairing unit (constr?) when below a certain health? And for that constr to heal it automatically when it arrives? Is it possible to script in ammunition and have a unit retreat, head for supplies, and then return to where it was? You know, behavioural, semi-radiant AI.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

funnily enough I coded the stuff in NTAI to make repairing nearby units an idle unti behaviour. Units in the next version will also reclaim features around the base as a last resort, resurrect, etc.... Infact I have a heck of a lot of potential for coding unit behaviours easily atm.

Of course everything would need to be done through a groupAI or a helper GlobalAI, but the lobby and mdos dotn support helper globalAI's, which are really what is needed if you want to sue GroupAI type abilities in mods such as extra unit behaviours etc
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