Page 1 of 1

patrol/attack options

Posted: 18 Jul 2006, 22:06
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

Posted: 19 Jul 2006, 00:22
by Min3mat
it will fire whilst reclaiming anyway.

Posted: 19 Jul 2006, 00:29
by emmanuel
actualy is a script can choise to stop reclaim/help/build for fighting ?
and mobilestand/fireorders seems not working in game

Posted: 19 Jul 2006, 07:55
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.

Posted: 19 Jul 2006, 11:30
by emmanuel
if a unit not fight back when reclaiming is a bad script or corect???

Posted: 19 Jul 2006, 12:33
by SwiftSpear
Do you want it to fight back while reclaiming or no? Both are possible as far as I know...

Posted: 19 Jul 2006, 12:52
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;

Posted: 19 Jul 2006, 16:38
by KDR_11k
Then don't stop the weapon from firing while building and make it stop building when the weapon is used.

Posted: 19 Jul 2006, 17:07
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

Posted: 19 Jul 2006, 20:39
by KDR_11k
You can use the on/off state for that.

Posted: 19 Jul 2006, 23:58
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...

Posted: 20 Jul 2006, 06:06
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?

Posted: 20 Jul 2006, 06:33
by KDR_11k
Yes, that is assuming he wants that.

Posted: 20 Jul 2006, 09:16
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

Posted: 20 Jul 2006, 09:30
by KDR_11k
My Titan can attack while building and both use the same turret.

Posted: 20 Jul 2006, 09:43
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???