The add_ai mission scripting command adds an AI decision to the brain stack of a neutral, enemy, or monster.
Attribute
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Valid Values
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Optional?
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Description
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name
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text |
you only need to use one, either name OR use_gm_selection
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The name of the object.
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use_gm_selection
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anything, just use this attribute to use the game master's selected object
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targetName
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text
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The target object of SOME AI blocks (currently only meaningful for ATTACK and TARGET_THROTTLE).
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type
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text, one of a list of AI blocks
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value1
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-100000 to 100000, contextual to the type of the AI block
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Varies by AI Block
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value2
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-100000 to 100000, contextual to the type of the AI block
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value3
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-100000 to 100000, contextual to the type of the AI block
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value4
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-100000 to 100000, contextual to the type of the AI block
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Comments (2)
Starpathia said
at 3:05 pm on Jun 14, 2013
Always set AI in a separate event from the CREATE ENEMY or CREATE NEUTRAL event.
Also, AI modification seems to work best when there is some time between the create event and the ADD_AI action. If AI doesn't seem to be working, try creating a timer that puts some 'distance' between the CREATE and the ADD_AI.
Starpathia said
at 3:08 pm on Jun 14, 2013
If you want new action, clear_ai before add_ai.
If you want to add another directive on top of the already existing stack, just add_ai. The old AI directives will still be in tact, but take a lower priority than the newly added AI directive.
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