21.06.2008, 20:44:44
Okay, in turn...
Fen: If I use Westwood style, the main problem is actions like Move To Enemy Structure, they really need more than one argument - adding 101372 to actual indices to change the effect is no fun.
Dracaveli: There are obstacles, but I think that will be doable eventually.
Guest: both of those are easy to fix.
Eva: Not all the stuff from the guide is true. Follow Friendlies seems to actually instruct the whole team to escort whatever same-owner unit is closest to the team at execution time. "Escort" would make sense when I can come up with a way to tell it what exactly to escort... TFs with more than 6 unit types is fixable, but it will take time.
As for the "re-enabling", there's a flag on the TeamType, iirc Suicide=yes, which makes it ignore damage and try and execute its task regardless. TeamType flags lack bloody documentation so badly -_-
I also see a way to fix the Scout command, but that will take a lot of time.
In addition, I think it would be interesting to add a way to dynamically attach/remove Tags to objects, even though that is not necessarily best done within this scope.
If a consensus was reached on a new way to give AI hints about good base entrances, choke points, etc., I could add an action to randomly pick one of those instead of always rolling in the front door.. even though those things are highly map-specific and really should be done at that level.
As a quick start, I'm thinking of adding these:
a) 70-72,## makes the team attack specified Inf/Air/VehicleType (replace ## with the index of wanted Type, and add 65k/131k like with Structures)
b) 73-75,## makes the team follow/escort the specified I/A/VehicleType, same pattern
c) 0,99 makes the team seek out any disabled units (offline Robot Tanks and such)
d) 99,## works the same as 0,## , but supports the same 65k/131k logic)
Fen: If I use Westwood style, the main problem is actions like Move To Enemy Structure, they really need more than one argument - adding 101372 to actual indices to change the effect is no fun.
Dracaveli: There are obstacles, but I think that will be doable eventually.
Guest: both of those are easy to fix.
Eva: Not all the stuff from the guide is true. Follow Friendlies seems to actually instruct the whole team to escort whatever same-owner unit is closest to the team at execution time. "Escort" would make sense when I can come up with a way to tell it what exactly to escort... TFs with more than 6 unit types is fixable, but it will take time.
As for the "re-enabling", there's a flag on the TeamType, iirc Suicide=yes, which makes it ignore damage and try and execute its task regardless. TeamType flags lack bloody documentation so badly -_-
I also see a way to fix the Scout command, but that will take a lot of time.
In addition, I think it would be interesting to add a way to dynamically attach/remove Tags to objects, even though that is not necessarily best done within this scope.
If a consensus was reached on a new way to give AI hints about good base entrances, choke points, etc., I could add an action to randomly pick one of those instead of always rolling in the front door.. even though those things are highly map-specific and really should be done at that level.
As a quick start, I'm thinking of adding these:
a) 70-72,## makes the team attack specified Inf/Air/VehicleType (replace ## with the index of wanted Type, and add 65k/131k like with Structures)
b) 73-75,## makes the team follow/escort the specified I/A/VehicleType, same pattern
c) 0,99 makes the team seek out any disabled units (offline Robot Tanks and such)
d) 99,## works the same as 0,## , but supports the same 65k/131k logic)