Repairing of Chinooks/Commanches?
Posted 30 August 2004 - 05:44 AM
Anyone know how to get the AI to repair a chinook or commanche? Barring the first hurdle of identifying that they are damaged, I realised I can't think of any action or commandbutton that tells an aircraft - or a tank for that matter - to return to the factory for repairs.
This would be quite useful, if at some point I can identify that a unit is at X% health, telling a chinook to repair when its damaged, or a commanche, will save the computer a lot of money in the long run.
Also if anyone else has some idea how to identify when they are damaged, I'm still trying to figure out how to do this - would be good to send <20% health china tanks back to the nearest propaganda tower...
Posted 30 August 2004 - 07:13 AM
for healing them i dont know if that can be done but maybe an ambulance at base and it gets told to move that way (afterall USA doesnt barely have uses for AI ambulances). Im positive about it working with listening outposts/attack troop crawlers in case you want to do it with a helix...
another plan would be go a little further with mod by creating an AI pool of resources, which i had in my plans for quite a loonnng while (more details on that when i finish brainstorming it)
Posted 30 August 2004 - 08:19 AM
Posted 30 August 2004 - 08:28 AM
Posted 30 August 2004 - 08:34 AM
Thanks. Will post details on loading transports when I make sure I know one of mine that works flawlessly...
Posted 30 August 2004 - 09:34 AM
Behavior = AutoHealBehavior ModuleTag_23 HealingAmount = 8 HealingDelay = 1000; msec Radius = 100.0f StartsActive = Yes KindOf = VEHICLE ForbiddenKindOf = AIRCRAFT SkipSelfForHealing = Yes End
Comanche's and Chinooks do have the KindOf = AIRCRAFT and so will be forbidden healing from the Ambulance. Bizarely there is no way to repair Comanche's and Chinook's.
Posted 30 August 2004 - 11:32 AM
Posted 30 August 2004 - 11:33 AM
Posted 30 August 2004 - 12:32 PM
Nevertheless.. something to try:
Script the Chinnok/Comanche to guard the combat zone.
Under the Behavior tab attach a script that calls up a script after 10% damage to the Team..
Now write the script to:
1) return to the nearest Airfield in "my inner perimeter"
2) set a 60 <tweak this> second timer
3) enable the next script
write another script that is NOT active
timer is expired
then <this team> Guard Combat Zone.
Mind you, you'll have to write a few reset scripts to start the cycle over.
A script would be needed similar to one where you ask a ground-based vehicle to head to the nearest WarFactory to repair at it then jump back into combat.
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Posted 30 August 2004 - 02:29 PM
"Not the faintest clue =\"
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