Kanpucta Posted May 12, 2023 Share Posted May 12, 2023 (edited) I really want to know what each of these do I am making some maps with attack trigger then I made a script told the team member to go to the exact location and then attack, but instead of those happened they're stuck. I saw some of the example in other ppl maps. They checked some of these too, but I don't know what they use for. Edited May 13, 2023 by Kanpucta Link to comment Share on other sites More sharing options...
McPwny Posted May 29, 2023 Share Posted May 29, 2023 from what i recall from memory: loadable: if the team has a transport, this flag says whether or not it can be loaded full: if the teams is a harvester, this says that the harvester should be pre-loaded with ore annoyance: tells the AI to keep re-filling this team no matter what (dont use this xd) guard slower: just makes it guard slower recruiter: when this team is made (via trigger action 4, or via ai triggers), it will attempt to recruit units that are set to recruitable cargo plane: when used with trigger action 7, makes the team spawn in a cargo plane that drops the units at the team's 'waypoint' whiner: might be obsolete but its supposed to alert the AI similar to the way attacking a miner does i think loose recruit: pretty sure its obsolete aggressive: makes the team scan for enemies more frequently and actively engage enemy units suicide: tells the team to basically ignore any enemies and just beeline towards its objective autocreate: ive heard it said this has to do with niche recruitment cases but im pretty sure its an obsolete holdover from older games prebuild: pretty sure its obsolete reinforce: like annoyance, but if the team gets completely destroyed the AI stops trying to refill its units ontransonly: if the team is spawned, all units will be spawned inside a transport avoidthreats: makes the team act like a harvester and pathfind around perceived threats ion immune: was used in ts to keep units from being effected by ion storms areteammembersrecruitable: this works along with 'recruiter', and the whole priority-based recruitment logic transportsreturnonunload: not that reliable, but after unloading units the transport goes back to its previous waypoint and gets kicked from the team isbasedefense: tells the AI that this is a basedefense team for the whole basedef team AI logic thing. onlytargethouseenemy: not sure about this one honestly 1 Link to comment Share on other sites More sharing options...
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