BZ2 needs an attack-move function

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Feldheld
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BZ2 needs an attack-move function

Post by Feldheld »

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.
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Red Devil
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Re: BZ2 needs an attack-move function

Post by Red Devil »

?
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Zax
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Re: BZ2 needs an attack-move function

Post by Zax »

Red Devil wrote:?
Dumb post >.<

Attack move is attack the enemy while en route to a destination. Break off after certain criteria and resume path to destination.
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TheJamsh
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Re: BZ2 needs an attack-move function

Post by TheJamsh »

and this would be implemented HOW exactly?!
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General BlackDragon
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Re: BZ2 needs an attack-move function

Post by General BlackDragon »

Asstanks do it...
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TheJamsh
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Re: BZ2 needs an attack-move function

Post by TheJamsh »

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
^boom
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General BlackDragon
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Re: BZ2 needs an attack-move function

Post by General BlackDragon »

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...
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Re: BZ2 needs an attack-move function

Post by VSMIT »

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.
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Zax
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Re: BZ2 needs an attack-move function

Post by Zax »

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.
^^^
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bigbadbogie
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Re: BZ2 needs an attack-move function

Post by bigbadbogie »

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.
Feldheld
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Re: BZ2 needs an attack-move function

Post by Feldheld »

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.
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TheJamsh
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Re: BZ2 needs an attack-move function

Post by TheJamsh »

two words: recycler variant

I hate hearing this phrase myself, but its the only answer you'll get. Stock won't get changed.
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Nielk1
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Re: BZ2 needs an attack-move function

Post by Nielk1 »

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.
It will if a variant shows validity to it being the standard.
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TheJamsh
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Re: BZ2 needs an attack-move function

Post by TheJamsh »

Nielk1 wrote:
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.
It will if a variant shows validity to it being the standard.
True I guess, may take a while to get a response to it mind...
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Red Devil
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Re: BZ2 needs an attack-move function

Post by Red Devil »

feldheld, which units are not doing the move/attack/move thing?
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