In function DefendStrategy:CheckAllies() you are still returning the start pos of the ally under threat. Shouldn't you better return the position of the enemy ? If the path to the ally is blocked by enemies wouldn't this result in moving through the enemy to get to the allies position, getting killed on the way ? What am I missing here ?
CheckAllies()
Started by LarkinVB, May 15 2006 06:58 PM
3 replies to this topic
#1
Posted 15 May 2006 - 06:58 PM
#2
Posted 16 May 2006 - 11:42 AM
Actually it seems the AI moves to defend its own base, resulting in ,you guessed it, walking through the enemy...
Could both the behaviours be changed to a simple attack-move rather then walk-move?
Going to the enemies position you'd want attack move anyway.
Could both the behaviours be changed to a simple attack-move rather then walk-move?
Going to the enemies position you'd want attack move anyway.
#3
Posted 16 May 2006 - 01:16 PM
The defendplan is the working horse in this case. It needs the base pos to figure out that it has to defend a base.
That's pretty much the way it works now in 1.8. The supporting ally switches to attack move as soon as it gets in range of half of the base-to-enemy distance to the allied base. Therefore allied squads moving through the attacking force shouldn't happen anymore, except the ally is very far away.
Could both the behaviours be changed to a simple attack-move rather then walk-move?
That's pretty much the way it works now in 1.8. The supporting ally switches to attack move as soon as it gets in range of half of the base-to-enemy distance to the allied base. Therefore allied squads moving through the attacking force shouldn't happen anymore, except the ally is very far away.
#4
Posted 16 May 2006 - 06:10 PM
Okay, haven't checked 1.8, will check it out sometime.
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users