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AI attack move
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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Thu Dec 26, 2013 8:24 pm    Post subject:  AI attack move Reply with quote  Mark this post and the followings unread

Hello.

Is it possible to make the AI attack any enemy units he encounters along his way to the enemy base for example?

I tried script 0,1 , but it barely worked, and sometimes it didnt at all.

Any help with this?If i can get the AI to do so, then this would greatly improve the AI.

Thanks.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Dec 26, 2013 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Attack move to where? Afaik there is a script action that does that (not 0,1 which is 'attack closest possible target').

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Thu Dec 26, 2013 9:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Let's say the AI is on his way to attack the enemy base(usually).,what script makes the AI attack any enemy forces he encounters on his way to the enemy base.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Dec 26, 2013 11:31 pm    Post subject: AI Reply with quote  Mark this post and the followings unread

there is a download for the AI that will show what taskforce do           http://www.ppmsite.com/forum/viewtopic.php?p=354439#354439

Maybe it will help..............Little piece from it


Quote:
LooseRecruit=
Can be set to 'yes' or 'no' and determines whether or not this TeamType should be dissolved after completion of its assigned ScriptType if that mission was successful (in other words the members of its associated TaskForce are then free to be recruited into another TeamType).

Aggressive=
The TeamType will execute orders regardless of enemy action and will not stop to engage in combat with enemy objects, although it may retaliate and return fire on the way. The supposed effect is that the associated TaskForce will doggedly aspire to complete its assigned ScriptType.

Suicide=
The TeamType will execute orders regardless of enemy action and will not stop to engage in combat with enemy objects and will not retaliate or return fire. It will ignore Sight= ranges and the GuardRange= of any enemy objects and will not be recruited into any subsequently created TeamTypes on the presumption that its associated ScriptType will invariably lead to the destruction of the associated TaskForce.

Priority=
This is used to determine the priority of this TeamType being chosen for creation when the AI is deciding what to do next. The lower the number, the greater the likelihood of the AI using this TeamType above others. For simplicity, Red Alert 2 uses multiples of 5 for this setting (Tiberian Sun used multiples of 4) so it is best to stick with this convention although other values between 1 and 50 can be used. Note that the setting of the SuspendPriority= statement in RULES.INI uses this value to determine whether or not this TeamType will be suspended during base defense missions (see the RULES.INI Guide for more details).

_________________
I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Fri Dec 27, 2013 10:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes i know all these, I read DCoder's html file you get with the AI editor, which explains everything about red alert 2 AI , but i don't recall seeing a part about attack moves.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Dec 27, 2013 12:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

If attacked they retaliate to varying degree depending on the teamtype fields.

If your scripts contains like attack vehicles then attack structures or hunt script then it produces
more frenzy in the middle. More attacks on ore miners/harvesters also kicks in ToProtect stuff.

PlayerReturnFire=yes, sight and range of weapons can also be tuned.

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Fri Dec 27, 2013 12:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok thank you.Much appreciated.

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