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"Failsafe" Team attacks


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#1 Mithril

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Posted 31 May 2004 - 09:01 AM

When the map's waypoints are messed up, or are absent, you could make a script that checks if <This Team> is trying to move along one of the paths, and then set a timer to expire in some time, if it expires and <This Team> is still in <This Player's> outer perimeter, you could simply set the team to hunt couldn't you..?

That would make some teams even work on unrigged maps.. assuming they have the player list appropriately working though.

What do you think..can you find any catches?
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#2 thudo

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Posted 31 May 2004 - 01:54 PM

When the map's waypoints are messed up, or are absent, you could make a script that checks if <This Team> is trying to move along one of the paths, and then set a timer to expire in some time, if it expires and <This Team> is still in <This Player's> outer perimeter, you could simply set the team to hunt couldn't you..?

That would make some teams even work on unrigged maps.. assuming they have the player list appropriately working though.

What do you think..can you find any catches?

Yep.. Quite feasible! Simply note the most prominent ATTACK scripts being used most often by your teams and under ELSE add "team begins hunting".

I like Lion's idea about dynamic hunting where you set the "team begins hunting" script to evluate every 5 sec. Or Set a 5sec timer and once 5sec is up you re-activate the script.. All this is designed so that the team will constantly be checking for "direct threats" and not always focus on passive ones when they first encounter them.

One of the greatest issues with the SAGE AI is its inability to switch attacks to a direct threat when it has already locked onto one that possess no threat. Re-evaluating the HUNT script at very short intervals should fix this. AoM: Titans does this pretty well although not perfectly: attacking units will half the time switch attacks dynamically to other units after acquiring a first target.
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