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Possible to make unit search chase attack on their own
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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Thu Nov 19, 2020 5:07 pm    Post subject:  Possible to make unit search chase attack on their own Reply with quote  Mark this post and the followings unread

Sorry for asking something rather easy to answer but I have tried so many possible ways and did not work well. These units are spawned at some certain building which selectable=no so they have to do everything on their own.

In this case. I want unit to instead search in a small area but looking as a whole map and pick a target on their own.

GuardRange=255 seems to work but since weapon range is only around 5 so I see my units have a red line draw from them but they won't move to the target to attack.

Code:

[OFFICER]
UIName=NOSTR:Royal Officer
Name=SEAL
Category=Soldier
Prerequisite=GATASSTH
PrerequisiteOverride=GACALAB
Primary=M4Carbine
Secondary=255VirtualScanner
CanPassiveAquire=yes ; Won't try to pick up own targets
CanRetaliate=yes; Won't fire back when hit
LeadershipRating=7
CloseRange=yes
OpenTransportWeapon=0;defaults to -1 (decide normally)  What weapon should I use in a Battle Fortress
DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting
CrushSound=InfantrySquish
Crushable=yes
TiberiumProof=yes
Strength=50
Armor=flak
TechLevel=-1
Pip=red
DontScore=yes
Sight=8
IsCow=yes
Speed=5
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=1000
Soylent=500
Points=50
IsSelectableCombatant=yes
Selectable=no
NoManualFire=no
VoiceSelect=SealSelect
VoiceMove=SealMove
VoiceAttack=SealAttackCommand
VoiceFeedback=
VoiceSpecialAttack=SealSpecialAttack
DieSound=SealDie
EnterWaterSound=TanyaEntersWater
LeaveWaterSound=TanyaLeavesWater
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
SpeedType=Amphibious
MovementZone=AmphibiousDestroyer ; I am the only one with this zone, because it is now tied with being an infantry (part of seal stuck on tree bug)
ThreatPosed=25   ; This value MUST be 0 for all building addons
SpecialThreatValue=1
ImmuneToVeins=yes
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,SCATTER,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF,FASTER
Size=1
ImmuneToPsionics=no
ImmuneToBerserk=no
ImmuneToAbduction=no
ImmuneToPoison=no
ImmuneToRadiation=no
DetectDisguise=yes
DetectDisguiseRange=5
Sensors=yes
SensorsSight=5
GuardRange=255
Trainable=no
SelfHealing=no
IFVMode=1


I did tried VirtualScanner with 255 range but it doesn't work. As you see, terror drone, dogs and brute or even dinosaur they will move themself toward the target if target get within their virtualscanner range but in this case it won't Did I missing something?

IsCow doesn't make them won't attack, IsCow will make them wander around if there is no available targets to attack.

Isn't DefaultToGuardArea=yes should do the trick?

If unit have a weapon with range of 255 they will be able to attack without moving at all and that's not what I want. I want them to have free will and go for killing and die without any problem.

The point is if this building owns by AI, they will work as intended as GuardRange=255 is more than enough but when it comes to player side, they all became so dull and stupid.

I want them to seek and destroy after dropped from airplane, or exist the vehicle or from UnitDelivery superweapon.

Please help.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Nov 26, 2020 9:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Spawn the unit via a hunter seeker SW, it will then automatically move around the map attacking targets.

You can also make the AI use spawned units by adding an AI script that will recruit those specific units.

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