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Controlling AI
Posted: Sat Feb 13, 2010 2:54 pm
by myers73
Is it possible to give different classes different commands, so my assault troopers go out and attack enemy CPs while my support classes (sniper and engi) stay back and guard.
Re: controlling AI
Posted: Sat Feb 13, 2010 3:43 pm
by kinetosimpetus
There's an odf property, UnitType or something like that. All I know for sure is that if the property is "scout", they will be much more likely to take sniper hintnodes, and 'defend' areas.
Re: controlling AI
Posted: Sat Feb 13, 2010 4:48 pm
by myers73
illl try that...
Re: controlling AI
Posted: Sat Feb 13, 2010 5:06 pm
by [RDH]Zerted
You can use hint nodes and AI pathing to help control your AI. If you really want different objectives for the different unit types, stick each class on its own local team and use AI goals.
Re: controlling AI
Posted: Sat Feb 13, 2010 5:54 pm
by MercuryNoodles
In short, no. More or less, they may already do what you want in part, but there's no way to really fine tune anything dealing with how AI behaves beyond planning, barriers, hintnodes, certain types of regions, flyer splines, certain odf parameters, and a few lua tricks. Take a look at psych0fred's docs (one of them explains AIGoals), though. They hold some really useful info.