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Extending AI(md).ini - scripting
#8
Well to add the whole if/then/or stuff, would it be possible to make an intelligent "engineer bridge" type script?

I've seen it done in several AI mods, but they seem to fall under the problem of "engineers try to repair bridges that don't need it", would it be possible for the AI triggers to know when a bridge is destroyed, and THEN use the trigger weighting to decide weather they build a "bridge repair" team?

It may also need a "destroyed bridge" flag in the "move to" field, or it's own separate entry, like a "fix destroyed bridge" entry, as opposed to the current "attack bridge repair hut with engineers" script we've got to make ATM.
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Extending AI(md).ini - scripting - by DCoder - 18.06.2008, 06:55:22
RE: Feature discussion: Extending AI(md).ini - scripting - by MRMIdAS - 21.06.2008, 21:06:38



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