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Is class behavior hard coded?

Posted: Fri Aug 05, 2011 3:31 pm
by wishihadaname
Theoretically speaking, is it possible to create custom unit class behavior sets? For example, the scout is the only unit class that uses sniper nodes. Give any unit the designation of scout and it will try to be a sniper. On the flipside, engineer is the only unit class that repairs building given it has a fussion cutter. Giving a fussion cutter to a soldier does not make it repair buildings. These preset behaviors are starting to be a problem for me because I somewhat re-made the classes in my current mod. The Engineer is responsible for repairs, fighting with a shotgun, giving out extra ammo, dropping auto-turrents, and dropping deployable cover. Two of the five functions are based on the scout (the deployable cover is just an auto-turret firing an enlarged droideka shield) and the other functions are based on the engineer. I was wondering if there was any way to combine the properties of those two class behaviors so that the AI would make the most of this class.

Re: Is class behavior hard coded?

Posted: Fri Aug 05, 2011 3:35 pm
by DarthD.U.C.K.
these unittypes are hardcoded, i dont think you can mix them. if you would put two unittype commands in the odf the later would override the first.

Re: Is class behavior hard coded?

Posted: Mon Aug 08, 2011 9:46 am
by CressAlbane
I'm not sure if I understand the meaning, but could you place sniper nodes and designate the weapon you want the AI to use there as a sniper rfile?

Re: Is class behavior hard coded?

Posted: Mon Aug 08, 2011 5:09 pm
by THEWULFMAN
CressAlbane wrote:I'm not sure if I understand the meaning, but could you place sniper nodes and designate the weapon you want the AI to use there as a sniper rfile?

The way that works is the weapon with the longest range gets used by the AI when its opponent is in the range of that weapon. The sniper nodes tell the AI to stop there and wait for a target.