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AI Data Question
Posted: Sun Aug 30, 2009 3:19 pm
by Dereck
Can someone explain why for certain AI Scripts the assault base doesn't make any sense?
Examples are:
#146 Raid SWPAC - assault base is Aden
#230 Trigger Lunga - assault base is Auckland
#231 IJN Lunga - assault base is Aden
There are a number of scripts like the above 3.
Thanks
RE: AI Data Question
Posted: Sun Aug 30, 2009 4:13 pm
by Buck Beach
ORIGINAL: dereck
Can someone explain why for certain AI Scripts the assault base doesn't make any sense?
Examples are:
#146 Raid SWPAC - assault base is Aden
#230 Trigger Lunga - assault base is Auckland
#231 IJN Lunga - assault base is Aden
There are a number of scripts like the above 3.
Thanks
Maybe that sneaky AndyMac had his fingers in that pie also. [:D]
RE: AI Data Question
Posted: Sun Aug 30, 2009 4:52 pm
by Andy Mac
Scripts have 4 modes
ACTIVE
DEFEND
NOT ACTIVE
DEAD
While a script is active any follow on scripts chained to it do not operate
If a script goes to DEFEND then its still operating (to allow air groups to move around or TF's to patrol or LCU Garrisons to move) but scripts chained from it will move to ACTIVE MODE
In order for the 'landmine' scripts to work I need to keep them active because I want the trigger to be the fall of base x
So in this example 230 is chained to 231.
230 has two end criteria 430301 or the base Falling to the allies in order to keep the trigger script 230 in active mode until one of these conditions arises I have a statc unit attacking an out of the way base
So this one has a static border fort attacking Aukland i.e. an attack that cannot beconsummated thus keeping the script active but incomplete.
So when base x falls falls script 231 activates because now 230 is DEAD.
This is how I make it appear the AI is reacting so 230 is the landmine 231 the explosion