If an InfantryType is spawned via AnimToInfantry for the Neutral or Civilian house, the AI will instantly recruit that infantry into an attack mission against the closest Player-owned baseor unit, even if it's half the map away. Is there a way to prevent this? For example, spawning some wildlife or mutants that will linger around an area. QUICK_EDIT
You mean the MultiplayPassive=yes houses Neutral and Special create attack teams, while they don't even have ai.ini Trigger and Scripts for their house?
I wonder how that is even possible, with these 2 facts clearly stating that they can not create any attack teams nor have any teams defined. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Thu Apr 30, 2015 8:40 pm Post subject:
Yes, they don't form teams from pre-placed infantry, but if an infantry type is created via MakeInfantry (or vehicle/building survivor too I think), it will instantly be recruited to attack players. Actually it's not a team I think - I think all infantry types get put into Hunt mission. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Fri May 01, 2015 10:22 pm Post subject:
Hmmmm yes... from what I've seen, survivor infantry from civ structures (if you set them to _have_ survivors at all) instantly goes on Hunt mission too. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Hmmmm yes... from what I've seen, survivor infantry from civ structures (if you set them to _have_ survivors at all) instantly goes on Hunt mission too.
Yes this is a bit annoying... Like i kill those loaded trucks (which don't drop crates for some reason btw) the technician instantly run after the closest non-neutral object. _________________ ????????MyAnimeList my Last.fm QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sat May 02, 2015 12:08 am Post subject:
Units that un-limbo don't behave that way for some reason, but I'm not sure how I would go about making all spawned/survivor infantry limbo on something right upon spawning and then unlimbo again.
...it's probably something for the Ares people to look at, I think. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sat May 02, 2015 10:05 am Post subject:
Well, you can add pre-placed neutral dogs, thats no problem I think, like with any pre-placed neutral units. The problem just applies to survivors and MakeInfantry, so anything that is spawned on the map and did not exist there in the first place.
As for taking away the weapons, for what I was thinking about, that would make it quite useless. I want to use MakeInfantry and I want those units to be able to attack stuff, but only if it wanders close to them. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
I believe what you're speaking of is the fact that "new" (as in not pre-placed on the map) neutral units have the "Hunt" mission by default (this happens in TS as well). This is hardcoded somewhere, and I don't believe there's an option for it in the INI as far as I know. I believe the exception to this rule is Slaved=yes which sets them to "Do Nothing" by default. _________________ "Don't beg for things; Do it yourself or you'll never get anything." Last edited by 4StarGeneral on Sat May 02, 2015 12:46 pm; edited 1 time in total QUICK_EDIT
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