Posted: Tue May 23, 2017 2:43 am Post subject:
Transport AI Problem
Hello, guys...
Has anyone experienced AI problems like Transport AI won't gather near enemy base even it has script?
I used Hover Transport and Land Transport AI that scripted to gather to friendly structure and gather near enemy base and unload and attack, but they ignore the "gather near enemy base" and unload it in place (what do I mean is after gather to friendly structure, they unload their units) and the transport unit (even lose unit, lose structure) continuing the script and ignore the unloaded one.
I used 2 methods, one of them is load in base and using InitialPayload, both of them had a same result.
I'm still confused on how to solve this, since they (the unloaded) will spam over and over the base and doing nothing.[/code] _________________
Quote:
Humans were born for two things: to pray and be productive.
Note: The buildings were listed correctly. My script is without loading because I am using ARES' InitialPayload, but as I said both methods result same. _________________
Quote:
Humans were born for two things: to pray and be productive.
InitialPayload isn't working properly with unload script (8,0 or 8,2).
Transport is able to continue script but unloaded passengers aren't able
to continue script. Ares bug.
Looking at code comment of Shipyard, are you trying to unload on water!!
Use without InitialPayload like in vanilla:
Code:
[xyzscript]
Name=xyz transport and attack
0=58,<struct number> ; move to friendly building like GAWEAP or NAWEAP.
1=14,0 ; load into transport
2=43,0 ; wait till complete
3=53,0 ; gather at enemy
4=8,2 ; unload troops and remove transport from team or 8,0 or 8,1
5=0,2 ; attack enemy struct
6=0,1 ; attack any enemy
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