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Delivery SW auto hunt
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Augusto
Cyborg Soldier


Joined: 18 Apr 2005
Location: Argentina

PostPosted: Sat Oct 03, 2020 12:31 am    Post subject:   Reply with quote  Mark this post and the followings unread

I suggest "Deliver.Hunt=yes/no" to units created with UnitDelivery superweapon. This tags creates infantry and vehicle types begins with "hunt" mission...

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Sat Oct 03, 2020 12:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Augusto wrote:
I suggest "Deliver.Hunt=yes/no" to units created with UnitDelivery superweapon. This tags creates infantry and vehicle types begins with "hunt" mission...


How about this instead:

Superweapon > Script = (Mission Control 'or' [ScriptTypes]) ; defaults depend on SW, usually Hunt

This tag could be enabled on all superweapons that can give the user a unit (ParaDrop, UnitDelivery, DropPod, GeneticMutator, PsychicDominator)

This would allow the modder to make the AI quite a bit smarter in its use of such units.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Oct 03, 2020 10:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just add new AI scripts specifically for the units in the Delivery SW & give them a very high trigger weights.

I use a Deliver SW in D-day that gives reinforcements every 5min, the AI will normally recruit the units & attack with them before the next lot of reinforcements arrive.

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Last edited by Mig Eater on Sun Oct 04, 2020 6:43 am; edited 1 time in total

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Augusto
Cyborg Soldier


Joined: 18 Apr 2005
Location: Argentina

PostPosted: Sun Oct 04, 2020 3:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Just add new AI scripts specifically for the units in the Delivery SW & give them a very high trigger weights.


This are for skirmish maps or mission maps?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Oct 04, 2020 6:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Either... The AI works the same, just for skirmish it reads the AI(md).ini & for missions it reads the map file.

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Augusto
Cyborg Soldier


Joined: 18 Apr 2005
Location: Argentina

PostPosted: Sun Oct 04, 2020 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can add AI scripts to human player? I need AI teams created with UnitDelivery fighting for the player's side... They are possible from Aimd.ini?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Oct 05, 2020 2:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Augusto wrote:
I can add AI scripts to human player?

No that's not possible, best you could do is give the units a large GuardRange.

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Augusto
Cyborg Soldier


Joined: 18 Apr 2005
Location: Argentina

PostPosted: Mon Oct 05, 2020 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:

No that's not possible, best you could do is give the units a large GuardRange.


I try with GuardRange=2500... units shows attack lines but dont move... To solve it i request deliveyunits can created with "hunt mission"

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Oct 05, 2020 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

You could use the hunter seeker SW instead, I doesn't specifically have to use a flying kamikaze unit. If you use a regular ground unit it will drive around on its own haunting targets.

Edit: I split the topic to avoid clutter in the main thread.

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