21.06.2008, 18:02:19
Perhaps an "Escort" script action? I've read through the AImd.ini guide, and it says that having a secondary teamtype on a trigger with a script action calling for "Follow Friendlies" would achieve this effect, but so far, in all my testing, I have not noticed this to happen.
Also, what does it do with TFs that break the limit of 6 unit types?
Finally, could it be possible to re-enable some of the better parts of CNC AI? Like in TS, when you played against Hard AI, all the units in a taskforce would direct fire upon units that attacked it. In RA2, the AI just lets itself get mowed down. Or RA2's fast-deploy logic with GIs. (GIs would immediately deploy when paradropped or encounter an enemy)
Also, what does it do with TFs that break the limit of 6 unit types?
Finally, could it be possible to re-enable some of the better parts of CNC AI? Like in TS, when you played against Hard AI, all the units in a taskforce would direct fire upon units that attacked it. In RA2, the AI just lets itself get mowed down. Or RA2's fast-deploy logic with GIs. (GIs would immediately deploy when paradropped or encounter an enemy)
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