MattAttack Posted September 13, 2011 Share Posted September 13, 2011 So I've been screwing around making missions and noticed if I attack a neutral structure, the computer's teams just move to the next waypoint and stop instead of proceeding to 'attack base.' I've tried messing with the 'x key' and 'alt key' bits and nothing seems to keep them on task. Also, if I have a transport chopper it seems the computers units want to attack that, regardless of it's position on the map. Link to comment Share on other sites More sharing options...
Nyerguds Posted September 13, 2011 Share Posted September 13, 2011 hmm... there were theories that the middle number (usually "15" or "7") in a teamtype affected how it reacted to such events. Not sure where that research ended up, though. Link to comment Share on other sites More sharing options...
MattAttack Posted September 25, 2011 Author Share Posted September 25, 2011 I analyzed the original .ini files and noticed some of those #'s go as high as 35. Upon making some test maps, I noticed any teamtype set to 20 or higher doesn't get distracted as easily by destruction taking place anywhere on the map. Link to comment Share on other sites More sharing options...
Nyerguds Posted October 1, 2011 Share Posted October 1, 2011 yeah... someone made an entire study of it somewhere, but I don't remember where. It was either on CNCNZ, on TiberiumWeb, or here. Link to comment Share on other sites More sharing options...
Nyerguds Posted November 7, 2011 Share Posted November 7, 2011 Ah, found it. It was one again Lin Kuei Ominae who gave some brilliant insight into this: http://www.tiberiumweb.com/forums/index.php?s=&showtopic=3743&view=findpost&p=45015 Link to comment Share on other sites More sharing options...
Chimas Posted November 8, 2011 Share Posted November 8, 2011 Ah, found it. It was one again Lin Kuei Ominae who gave some brilliant insight into this: http://www.tiberiumweb.com/forums/index.php?s=&showtopic=3743&view=findpost&p=45015 In my recent mission SandScorpio, there is a Patrol made by a Nod BGGY + BIKE. When I set the parameter to "7", the patrol is unpredictable, or if preferred, undisciplined. When I set to "20" it makes a perfect patrol regarding the waypoints, but doesn't engage when atttacked. So I left it on "7". Relying on foot or APC's tracks to cross the central part of the map became a dangerous enterprise within the mission. I'm working in two other missions, and I'm always testing this parameter. Link to comment Share on other sites More sharing options...
Nyerguds Posted November 8, 2011 Share Posted November 8, 2011 You can get around that problem by adding more waypoints in your patrol loop, and making them pause for a bit on Area guard on each one. Link to comment Share on other sites More sharing options...
Chimas Posted November 9, 2011 Share Posted November 9, 2011 I understand what you mean. I've sticked with the "7" parameter set because the unpredictability behaviour of the path's patrol was more convenient. This is the final PTRL teamtype: Ptrl=Badguy,1,0,0,0,0,7,1,0,0,2,Bike:1,Bggy:1,12,Move:14,Move:15,Guard:3,Move:16,Move:17,Move:18,Move:19,Guard:3,Move:20,Guard:3,Move:19,Loop:1,1,0 I just didn't use "Area Guard" because I'm in doubt if it really works for teamtypes. But I didn't have time to test and research about it. In one of Mr Kiltt mission's thread we brought up this issue. Since then, I'm not sure. Link to comment Share on other sites More sharing options...
Nyerguds Posted November 9, 2011 Share Posted November 9, 2011 Woah, you're right, Area Guard is not in the teamtypes commands list. Bizarre. Link to comment Share on other sites More sharing options...
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