VamPyroX Posted February 7, 2015 Share Posted February 7, 2015 This applies to all Command & Conquer games... What are some common in-game triggers that can be avoided due to AI having their own rules that they always follow? For instance, the airstrikes (in Tiberian Dawn) always aim for the northernmost unit/structure on the map. So, you can just send a soldier somewhere above the rest of your units/structures... and not worry about the rest. Another would be in Generals where the GLA won't fire their Scud Storm until you earn $5,000. As long as you keep the total earnings under $5,000, you won't be attacked. Are there any others? Link to comment Share on other sites More sharing options...
Nyerguds Posted February 11, 2015 Share Posted February 11, 2015 C&C1 celltriggers don't react to stealthed units. It's actually really annoying for mission scripting :mad: On the AI abuse side: in C&C1, if the GDI enemy has an ion cannon, it's advised not to build Obelisks as Nod, but build groups of turrets instead, and build one single SAM site. The AI will target the SAM site, but as long as that isn't deployed, it can't destroy it. As long as you keep it repaired, it'll keep all your other buildings safe from ion cannons. Link to comment Share on other sites More sharing options...
VamPyroX Posted February 11, 2015 Author Share Posted February 11, 2015 C&C1 celltriggers don't react to stealthed units. It's actually really annoying for mission scripting :mad:Are you referring to the cursor not changing when it's over a stealth unit? What about Tiberian Sun[/]?On the AI abuse side: in C&C1, if the GDI enemy has an ion cannon, it's advised not to build Obelisks as Nod, but build groups of turrets instead, and build one single SAM site. The AI will target the SAM site, but as long as that isn't deployed, it can't destroy it. As long as you keep it repaired, it'll keep all your other buildings safe from ion cannons. That's something to keep in mind Thanks. Link to comment Share on other sites More sharing options...
Jacko Posted February 11, 2015 Share Posted February 11, 2015 C&C1 celltriggers don't react to stealthed units. It's actually really annoying for mission scripting :mad: The same logic applies in RA - I found this out the hard way, and yes it is incredibly annoying. Link to comment Share on other sites More sharing options...
Nyerguds Posted February 12, 2015 Share Posted February 12, 2015 C&C1 celltriggers don't react to stealthed units. It's actually really annoying for mission scripting :mad: Are you referring to the cursor not changing when it's over a stealth unit? Um, what? I'm talking about triggers. Mission scripting. Link to comment Share on other sites More sharing options...
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