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Neutral/Civilian infantry Atk. mis. prevention [Sup. Req.]
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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Thu Apr 30, 2015 6:23 pm    Post subject:  Neutral/Civilian infantry Atk. mis. prevention [Sup. Req.] Reply with quote  Mark this post and the followings unread

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.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Apr 30, 2015 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

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. Confused

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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Thu Apr 30, 2015 8:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri May 01, 2015 6:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think this is related to how when you blow up a civ unit or structure, the resulting infantry sometimes attack you, yet not always.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri May 01, 2015 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Fri May 01, 2015 11:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:
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.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sat May 02, 2015 12:08 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat May 02, 2015 4:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Well if you're so worried about those technicians terrorizing you (or other units) take away their weapons ?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat May 02, 2015 6:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Reminds me how I was gonna add civilian dogs which just barked at enemies.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat May 02, 2015 9:25 am    Post subject: Reply with quote  Mark this post and the followings unread

That actually sounds hilarious, packs of yappy dogs freaking out at you Smile

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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sat May 02, 2015 10:05 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat May 02, 2015 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Last edited by 4StarGeneral on Sat May 02, 2015 12:46 pm; edited 1 time in total

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sat May 02, 2015 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I guess I will file a request for Ares for it. It ruins many interesting gameplay options.

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