Jump to content

Recommended Posts

On 2/27/2021 at 3:53 AM, Tankbuster said:

The new commands, combatBehaviour and setCombatBehaviour work on individual units.

The old command, Setbehaviour works on groups.

Glad i stick with vanilla AI i can see this breaking every AI mod to date

Share this post


Link to post
Share on other sites
14 hours ago, redarmy said:

Glad i stick with vanilla AI i can see this breaking every AI mod to date

How do you mean? New commands were added, old commands were NOT altered. 

Share this post


Link to post
Share on other sites
5 minutes ago, killzone_kid said:

How do you mean? New commands were added, old commands were NOT altered. 

i would assume  these new commands if implimented in user missions for example on Ai might not play well with someone whos running an AI mod at the same time.AI mods themeselves should still be fine

Share this post


Link to post
Share on other sites
8 hours ago, redarmy said:

i would assume  these new commands if implimented in user missions for example on Ai might not play well with someone whos running an AI mod at the same time.AI mods themeselves should still be fine

you can break someone's mod with old commands as well

Share this post


Link to post
Share on other sites

thanks for the "getAttackTarget" command , really helps some combat scripts.

 

feasibility of an "AttackTargetChanged" event handler? I want to adjust AI behaviour based on what their target is and this would alleviate the need for a monitor thread

 

  • Like 3

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×