unitTask i have no idea
I remember making units drive around in a circle while idle by giving them CircleTask in one of those tasks. was interesting
I think: waitTask = "CircleTask"
Moderators: GSH, Commando, Red Devil, VSMIT
That kinda makes sense.General BlackDragon wrote: Also, Ainame2 takes effect when u order a unit to attack something.
I thought that was what subAttackTask did. I could be wrong though.k00kev2 wrote:and defendTask was when an enemy approached the unit...
*ahem*General BlackDragon wrote:And, there's no way to turn off the Editor license agreement thing
nointro is all I needed. Much appreciated.General BlackDragon wrote:well, /nointro will skip straight to login screen.
And, there's no way to turn off the Editor license agreement thing
Code: Select all
AI Names:
CommTowerProcess
BuildingProcess
GunTowerFriend
GunTowerEnemy
ArmoryProcess
PersonFriend
PersonEnemy
AttachWingman
AttachOffensive
AssaultTankProcess
TugFriend
TugEnemy
RigFriend
RigEnemy
DeployBuildingFriend
DeployBuildingEnemy
ScavProcess
ScoutFriend
ScoutEnemy
SentryProcess
ServiceProcess
TankFriend
TankEnemy
TurretTankFriend
TurretTankEnemy
GechProcess
GechFriend
GechEnemy
SoldierProcess
APCProcess
BomberProcess
SAVFriend
SAVEnemy
RocketTankFriend
RocketTankEnemy
SupportProcess
WingmanFriend
WingmanEnemy
PowerUpProcess
TorpedoProcess
CombatFriend
CombatEnemy
MineLayerFriend
MineLayerEnemy
MorphTankFriend
MorphTankEnemy
TugProcess
AnimalProcess
AlternateAnimalProcess
boidprocess
AimFireAttack - aims at its target and fires, but doesn't move
AirCraftAttack - reduces throttle while making a "strafing run", and switches to goto mode when it can't hit its target
AlternateAnimalTask - alternative animal behavior
APCAttack - APC attack behavior, cannot be used by other units
ArcherAttack - Scion Archer attack behavior
ArcherSubAttack - same as ArcherAttack
ArtlAttack - deploys before attacking, aims high
ArtlSubAttack - same as ArtlAttack but starts in attack mode
AssaultTankAttack - attacks when can hit, stationary while attacking
AttackTaskP - general attack task
BoidTask - flocking behavior for birds
BomberAttack - Bomber attack behavior, cannot be used by other units
CashOutTask - go back to the Recycler for recycling
CircleTask - drive in a circle
CoastTask - clear steering and movement controls to coast
CollectHTask - hover Scavenger collect behavior, cannot be used by other units
CollectTask - normal Scavenger collect behavior, cannot be used by other units
DefendTask - defend the target object, wandering around it
SimpleFollowTask - follow the target object
GechAttack - Gech attack behavior, will scatter to avoid hitting friends
GetServiceTask - elects a leader unit to follow, will go get healed if damaged
GotoTask - go to a target location
DropGoto - DeployBuilding variant of GotoTask that slides into place, cannot be used by other units
GoNear - go near a target location
GoGet - go to a target object, with intent to move on top of it
Power - ConstructionRig behavior to restore power objects to power taps
ScavGotoDropoff - normal Scavenger drop off scrap, cannot be used by other units
ScavGotoRepair - normal Scavenger go to get repair
ScavGotoScrap - normal Scavenger pick up scrap, cannot be used by other units
ScavHGotoDropoff - hover Scavenger drop off scrap, cannot be used by other units
ScavHGotoRepair - hover Scavenger go to get repair
ScavHGotoScrap - hover Scavenger pick up scrap, cannot be used by other units
TugPickup - Tug pick up object, cannot be used by other units
UnBuild - ConstructionRig unbuild the target object
Upgrade - ConstructionRig upgrade the target object, cannot be used by other units
GoPoints - go along a path
HuntTask - hunt around the map for enemy units
PatrolTask - patrol using the strategic AI scheduler
PersonRetreat - pilot retreat back to recycler for recycling
SoldierRetreat - soldier retreat back to base (target object) for recycling
GunTowerAttack - GunTower attack, no support for movement
HarvestHTask - hover Scavenger harvest behavior, cannot be used by other units
HarvestTask - normal Scavenger harvest behavior, cannot be used by other units
LandAnimalTask - LandCreature behavior behavior, cannot be used by other units
LayMinesTask - MineLayer mine-laying behavior, cannot be used by other units
LookAtTask - look at the target object
MorphTankAttack - deploy for assault, undeploy for combat
MortarBikeAttack - MortarBike attack behavior (sit and fire, strafe when hit?)
MortarBikeSubAttack - same as MortarBikeAttack
PersonAttack - pilot and soldier attack behavior
RecycleHTask - hover Scavenger behavior, cannot be used by other units
RecycleTask - normal Scavenger behavior, cannot be used by other units
RescueTask - go to the target object, hop out when close enough
Rigbuild - ConstructionRig build an object, cannot be used by other units
RocketTankAttack - RocketTank attack behavior, stay close, circle-strafe target, counterattack when shot
SAVAttackPersonTask - SAV attack person, mulch when close enough
SAVAttackVehicleTask - SAV attack vehicle, fly to move, descend to engage
ScavHRetreatTask - hover Scavenger retreat
ScavRetreatTask - normal Scavenger retreat
ServiceHTask - hover ServiceTruck behavior, cannot be used by other units
ServiceTask - normal ServiceTruck behavior, cannot be used by other units
SitAttack - sit in place, attack when enemy is in range
SitSpinTask - sit in place, spin to reduce chance of being sniped
SitTask - sit in place, look at enemy
SoldierAttack - Soldier attack behavior, strafe when close or may hit friend
SupportSubAttack - supports lock-on and charge weapons
TurretAttack - Turret attack behavior
TurretBlastAttack - Turret blast attack behavior (simpler)
TurretDefendTask - Turret defend behavior, look for spot near target
WingmanBlastAttack - start in attack mode, strafe and counterattack if damaged, jump if not able to hit, scatter to avoid hitting friendsCode: Select all
{ "APCProcess", 32},
{ "AlternateAnimalProcess", 32},
{ "ArmoryProcess", 32},
{ "AssaultTankProcess", 128},
{ "BoidProcess", 32},
{ "BomberProcess", 32},
{ "BuildingProcess", 32},
{ "CommTowerProcess", 32},
{ "GechProcess", 256},
{ "LandAnimalProcess", 32},
{ "PowerUpProcess", 32},
{ "ScavHProcess", 32},
{ "ScavProcess", 32},
{ "SentryProcess", 256},
{ "ServiceProcess", 128},
{ "ServiceHProcess", 128},
{ "SoldierProcess", 32},
{ "SupportProcess", 128},
{ "TorpedoProcess", 32},
{ "UserProcess", 32},
{ "AlternateAnimalTask", 32},
{ "AttackTask", 32},
{ "AttackTaskP", 128},
{ "BoidTask", 32},
{ "CashOutTask", 32},
{ "CircleTask", 64},
{ "CoastTask", 64},
{ "CollectHTask", 32},
{ "CollectTask", 32},
{ "DefendTask", 32},
{ "FollowTask", 32},
{ "GetServiceTask", 32},
{ "GotoTask", 32},
{ "HarvestHTask", 32},
{ "HarvestTask", 32},
{ "HuntTask", 32},
{ "LandAnimalTask", 32},
{ "LayMinesTask", 32},
{ "LookAtTask", 64},
{ "PatrolTask", 32},
{ "RecycleHTask", 32},
{ "RecycleTask", 32},
{ "RescueTask", 32},
{ "SAVAttackPersonTask", 32},
{ "SAVAttackVehicleTask", 32},
{ "ScavHRetreatTask", 32},
{ "ScavRetreatTask", 32},
{ "ServiceTask", 32},
{ "ServiceHTask", 32},
{ "SimpleFollowTask", 32},
{ "SitSpinTask", 32},
{ "SitTask", 256},
{ "TurretDefendTask", 32},
{ "UnitTask", 32},
{ "APCAttack", 128},
{ "AimFireAttack", 128},
{ "ArcherAttack", 128},
{ "ArcherSubAttack", 128},
{ "ArtlAttack", 128},
{ "ArtlSubAttack", 128},
{ "AssaultTankAttack", 256},
{ "AttackGroup", 256},
{ "AttackTask", 32},
{ "AttackTaskP", 128},
{ "BomberAttack", 128},
{ "GechAttack", 512},
{ "GunTowerAttack", 128},
{ "MorphTankAttack", 128},
{ "MortarBikeAttack", 128},
{ "MortarBikeSubAttack", 128},
{ "PersonAttack", 128},
{ "RocketTankAttack", 256},
{ "SAVAttackPersonTask", 32},
{ "SAVAttackVehicleTask", 32},
{ "SitAttack", 64},
{ "SoldierAttack", 128},
{ "SupportSubAttack", 128},
{ "TurretAttack", 512},
{ "TurretBlastAttack", 128},
{ "WingmanBlastAttack", 256},Code: Select all
[Gun]
weaponCount = 6
weaponName1 = "apmini"
weaponName2 = "aplase"
weaponName3 = "appumm"
weaponName4 = "apchain"
weaponName6 = "appulsesgx"
weaponName5 = "apgatt"
[Cannon]
weaponCount = 8
weaponName1 = "apstab"
weaponName2 = "appstb"
weaponName3 = "apsstb"
weaponName4 = "applas"
weaponName5 = "apblst"
weaponName6 = "apmagg"
weaponName7 = "aprailgun"
weaponName8 = "apbplas"