Custom AI data dialog?
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Custom AI data dialog?
A little more info about this part of the editor please!

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pipfromslitherine
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- Joined: Wed Mar 23, 2005 10:35 pm
It allows you to allocate AI units into teams, and set up the team aggression flags (detailed below as per a beta post) and also tell them whether they have an initial AI point they should head for.
Note, you can combine the flags (e.g. 2 and 4 together would be 6), although some combos obviously won't make sense...
2 - keep the team grouped together when moving
4 - attempt to avoid the enemy when moving
8 - ignore the enemy when moving (don't engage them)
16 - seek and destroy
32 - use the threat map when moving around (basically use longer routes to reduce attacks)
64 - stay dug in
Cheers
Pip
Note, you can combine the flags (e.g. 2 and 4 together would be 6), although some combos obviously won't make sense...
2 - keep the team grouped together when moving
4 - attempt to avoid the enemy when moving
8 - ignore the enemy when moving (don't engage them)
16 - seek and destroy
32 - use the threat map when moving around (basically use longer routes to reduce attacks)
64 - stay dug in
Cheers
Pip
beta post!
Thanks for the answer!pipfromslitherine wrote:(detailed below as per a beta post)
But this part isn't clear!
Did I miss something?
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pipfromslitherine
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- Posts: 9928
- Joined: Wed Mar 23, 2005 10:35 pm
When there's time, an explanation of each feature of the Custom AI menu would be great.
Most of it is self-explanatory. However, not sure about the "target" number you can set. Is that the same as the AI point (to head for) shown on the map?
I did figure out you use SHIFT to cycle the unit's team # on the map. Very cool.
Most of it is self-explanatory. However, not sure about the "target" number you can set. Is that the same as the AI point (to head for) shown on the map?
I did figure out you use SHIFT to cycle the unit's team # on the map. Very cool.
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pipfromslitherine
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This just keeps getting better...
So I can have a unit avoid contact to the first obj I set, and then seek and destroy on the second, and be defensive on the third...?
Just one more question:
What's the difference between the number you can choose on the last line (I'm assuming it's the obj to head for under the current settings) and the "cycle AI obj" button below that?
So I can have a unit avoid contact to the first obj I set, and then seek and destroy on the second, and be defensive on the third...?
Just one more question:
What's the difference between the number you can choose on the last line (I'm assuming it's the obj to head for under the current settings) and the "cycle AI obj" button below that?
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pipfromslitherine
- Site Admin

- Posts: 9928
- Joined: Wed Mar 23, 2005 10:35 pm
It's a little more complex than that - and actually all driven by whatever the AI scripting does. The target is actually just one of a set of general AI data values that can be set.
But basically in the editor you can set up an initial target, if you want to be more clever, you'll need to script it out (so you can check for them reaching the target, then switch their aggression, etc).
The last value is just another generic AI value which you can set up in the editor and then use as you wish in a script.
Cheers
Pip
But basically in the editor you can set up an initial target, if you want to be more clever, you'll need to script it out (so you can check for them reaching the target, then switch their aggression, etc).
The last value is just another generic AI value which you can set up in the editor and then use as you wish in a script.
Cheers
Pip

