I've been trying to troubleshoot this for awhile ...
I see that the AI.BSF files goes into the my_campaign/AI folder ... ok.
Now, the script I'm tweaking is in the AITools.bsf ... well, that folder is only in the main directory and it's a no-no to tweak that ... ok.
So, I copy the script over to the AI.bsf but I have to rename the Function for duplicate problems. That's not good because I need to "add" code to a function, not create a new function.
The comments at the top of the AITools reads ;
// works in conjunction with mission scripting, Mission scripting overrides this so static units will nto advance and fire.
// called for every unit, multiple times. It gets called every time the AI does something. E.g. If it spots a new unit, if it comes under attack. See AI.bsf for details.
Ok, I've tried this in mission scripting inside my units bsf .... no luck.
Basically, I've tried a bunch of stuff but here are the details on what I'm doing ....
In the AITools.bsf there is a function ... FUNCTION AI_DoAttack(side, team, me, target)
For my new Sharpshooter unit I want the AI German_Sniper to use SNIPERSHOT when attacking ... code added before other conditions to ensure priority ;
Code: Select all
if(canFire != 0)
{
if( GetAttrib(me, "Sharpshooter") == 1 )
{
canFire = CallUnitFunctionDirect(me, "CHECK_UNIT_SHARPSHOOTER", me, GetUnitX(target), GetUnitY(target), target) ;
//Log ("canFire", canFire) ;
if ( canFire == 0 )
{
ClearUnitDestination(me) ;
// fire HE...
CallUnitFunctionDirect(me, "UNIT_SHARPSHOOTER", me, GetUnitX(target), GetUnitY(target)) ;
//Log ("firing HE ", me, unit ) ;
fire = 1 ;
}
}
}
I feel like the AI modding switch is turned off not recognizing the AI folder or any AI changes.
Any ideas?
Rob
EDIT : I saw the comment //Log ("firing HE ", me, unit ) ;
.... so I'm thinking ... do I have to create a Log? ... somewhere? I'm thinking NOT at the same time since the fire=1 is also use for AP and all it's doing is returning a value of 1 to satsify the function.