BZ2 needs an attack-move function
Moderators: GSH, VSMIT, Red Devil, Commando
BZ2 needs an attack-move function
Ever considered to implement this function which is standard for all strat games? The AI does it in MPI or IA, so it should be possible for AI units under the players command.
Re: BZ2 needs an attack-move function
Dumb post >.<Red Devil wrote:?
Attack move is attack the enemy while en route to a destination. Break off after certain criteria and resume path to destination.
Re: BZ2 needs an attack-move function
and this would be implemented HOW exactly?!
- General BlackDragon
- Flying Mauler
- Posts: 2408
- Joined: Sat Feb 19, 2011 6:37 am
- Contact:
Re: BZ2 needs an attack-move function
Asstanks do it...
Re: BZ2 needs an attack-move function
Code: Select all
OffensiveProcessIsTenacious determines whether an AI u nit will attack its own target or whether it will attack what the owner tells it to attack.
Setting OffensiveProcessIsTenacious to either 0 or false results in the traditional behavior. Setting OffensiveProcessIsTenacious to either 1 or true will ensure that AI units will attack what they are told to attack.
This setting was added in 1.3 build 74j.
[CraftClass]
OffensiveProcessIsTenacious = true // 1.0-1.3pb3 used a default of false
Changelog: 1.3 beta 74j
- General BlackDragon
- Flying Mauler
- Posts: 2408
- Joined: Sat Feb 19, 2011 6:37 am
- Contact:
Re: BZ2 needs an attack-move function
They mean "attack while moving to their go-to/designated way"
Meaning, they DONT stop moving to attack unit X, they attack it while still moving.
But they don't continue to move and ignore said unit X, and simply die....They do fight back some.
This only really applies to asstanks...
Meaning, they DONT stop moving to attack unit X, they attack it while still moving.
But they don't continue to move and ignore said unit X, and simply die....They do fight back some.
This only really applies to asstanks...
Re: BZ2 needs an attack-move function
I think he means similar to Starcraft's attack-move.
Order the units to attack-move somewhere, if they see a baddy, they'll go and kill it, then continue on their way to the waypoint. They'll stop or follow if necessary to ensure the enemy's death.
Order the units to attack-move somewhere, if they see a baddy, they'll go and kill it, then continue on their way to the waypoint. They'll stop or follow if necessary to ensure the enemy's death.
Re: BZ2 needs an attack-move function
^^^VSMIT wrote:I think he means similar to Starcraft's attack-move.
Order the units to attack-move somewhere, if they see a baddy, they'll go and kill it, then continue on their way to the waypoint. They'll stop or follow if necessary to ensure the enemy's death.
- bigbadbogie
- Bull Dog
- Posts: 586
- Joined: Mon Feb 21, 2011 8:12 am
- Location: Ecuadorian Embassy
Re: BZ2 needs an attack-move function
They only attack a different target if they are shot by it first.
Also, units given a 'patrol' command (via DLL) will cause them to do something similar, attacking nearby enemies and then continuing on their path.
Also, units given a 'patrol' command (via DLL) will cause them to do something similar, attacking nearby enemies and then continuing on their path.
Re: BZ2 needs an attack-move function
AI-commanded units do it all the time. They get send to a destination but also attack hostile stuff on their way. Sometimes they dont attack by themselves though, only when they get shot at.
The more I command from the comm bunker and the bigger the necessary assault forces become, the more I miss this feature. When playing on insane level, the AI sends a constant stream of heavy units against me (attack-moving of course!), so every movement order to my units leaves them vulnerable and powerless while they move. ATM I help myself moving stuff only one vehicle at a time, which slows any offensive considerably.
The more I command from the comm bunker and the bigger the necessary assault forces become, the more I miss this feature. When playing on insane level, the AI sends a constant stream of heavy units against me (attack-moving of course!), so every movement order to my units leaves them vulnerable and powerless while they move. ATM I help myself moving stuff only one vehicle at a time, which slows any offensive considerably.
Re: BZ2 needs an attack-move function
two words: recycler variant
I hate hearing this phrase myself, but its the only answer you'll get. Stock won't get changed.
I hate hearing this phrase myself, but its the only answer you'll get. Stock won't get changed.
Re: BZ2 needs an attack-move function
It will if a variant shows validity to it being the standard.TheJamsh wrote:two words: recycler variant
I hate hearing this phrase myself, but its the only answer you'll get. Stock won't get changed.
Re: BZ2 needs an attack-move function
True I guess, may take a while to get a response to it mind...Nielk1 wrote:It will if a variant shows validity to it being the standard.TheJamsh wrote:two words: recycler variant
I hate hearing this phrase myself, but its the only answer you'll get. Stock won't get changed.
- Red Devil
- Recycler
- Posts: 4398
- Joined: Fri Feb 18, 2011 5:10 pm
- Location: High in the Rocky Mountains
Re: BZ2 needs an attack-move function
feldheld, which units are not doing the move/attack/move thing?