Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Extending AI(md).ini - scripting
#6
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)
Star Strike Next Beta :V.7x -- (current version=V.6x Build 2)
Star Strike TC Forums
Star Strike Website
Reply


Messages In This Thread
Extending AI(md).ini - scripting - by DCoder - 18.06.2008, 06:55:22
RE: Feature discussion: Extending AI(md).ini - scripting - by eva-251 - 21.06.2008, 18:02:19



Users browsing this thread: 1 Guest(s)