AI Block
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Can be added to
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Description
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ATTACK
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Ships
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Move toward and attack a named object (targetName), moving at throttle of value1.
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AVOID_BLACK_HOLE
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Ships
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If a black hole is closer than value1, turn left to avoid it.
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AVOID_SIGNAL |
Monsters |
Avoid a beacon that repels this monster type. Added in v2.7.0. value1 is used, but its meaning is currently unknown. |
AVOID_WHALE
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Ships
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If a whale is closer than value1, turn left to avoid it.
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CHASE_AI_SHIP
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Ships, Monsters
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If an AI ship on a different side is closer than value1 (value2 if the AI ship is in a nebula), turn to attack it.
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CHASE_ANGER
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Ships, Monsters
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If this enemy or fleet is smarting from a recent attack, turn to attack the source.
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CHASE_ENEMY |
Ships |
Obsolete. If an enemy is closer than value1 (value2 if the enemy is in a nebula), turn to attack it. This block was removed long ago (perhaps in v2.1?) even though it is still mentioned in the mission-file-docs.txt file. Use CHASE_AI_SHIP instead. |
CHASE_FLEET
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Ships
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If an enemy fleet is closer than value1, turn to follow it. If this enemy is a fleet leader, the fleet follows. This block is usually used to make an enemy "shadow" another enemy fleet.
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CHASE_MONSTER
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Monsters
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If another monster of type value1 is closer than value2, turn to attack it.
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CHASE_NEUTRAL |
Ships |
Obsolete. If a neutral ship is closer than value1 (value2 if the neutral ship is in a nebula), turn to attack it. This block was removed long ago (perhaps in v2.1?) even though it is still mentioned in the mission-file-docs.txt file. Use CHASE_AI_SHIP instead. |
CHASE_OTHER_MONSTERS |
Ships |
Added in v2.7.0. If a monster other than a whale is closer than value1, turn to attack it. If this enemy is a fleet leader, the fleet follows. |
CHASE_PLAYER
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Ships, Monsters
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If a player ship is closer than value1 (value2 if the player is in a nebula), turn to attack it. If this ship is a fleet leader, the fleet follows.
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CHASE_SIGNAL |
Monsters |
Chase a beacon set to attract this monster type. Added in v2.7.0. value1 is used, but its meaning is currently unknown. |
CHASE_STATION
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Ships, Monsters
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If a station is closer than value1, turn to attack it. If this enemy is a fleet leader, the fleet follows.
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CHASE_WHALE
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Ships
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If a whale is closer than value1, turn to attack it. If this enemy is a fleet leader, the fleet follows.
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DEFEND
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Ships
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Add this block to make a neutral that is "defending" another object attack enemies that get within (value2), as long as the neutral is closer than (value1) to whatever it's defending. This does not affect enemy ships, it is used by friendly ships to determine the radius at which it will attack an enemy if given a command by Comms to defend a target.
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DIR_THROTTLE
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Ships, Monsters
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The script can add this block to force an AI brain to a specific heading (value1) and throttle (value2).
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DRAGON_NEST |
Monsters |
Added in v2.7.0. No arguments are used. |
ELITE_AI (v2.3 and earlier)
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Ships
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If the enemy wants to behave like an elite, using special abilities like cloaking and warping, it needs this block. As of version 2.4, this was renamed to SPCL_AI.
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FIGHTER_BINGO
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Ships
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This block (for fighters only) makes the fighter go back to its carrier when fuel is low.
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FOLLOW_COMMS_ORDERS
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Ships
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Without this block, a neutral will ignore comms.
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FOLLOW_LEADER
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Ships
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In a fleet with a leader, ships with this block will follow the pathfinding information sent to the as a result of the "LEADER_LEADS" AI command being carried out by the leader of the fleet.
Pair with "LEADER_LEADS" and "TRY_TO_BECOME_LEADER" AI commands.
For all three commands to work together correctly, assign them to every ship within the fleet in this order in the mission script:
TRY_TO_BECOME_LEADER
LEADER_LEADS
FOLLOW_LEADER
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FRENZY_ATTACK
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Monsters
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GO_TO_HOLE
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Monsters
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This block is used by the Typhon. value1 is probably the number of enemy ships it will eat before returning home. value2, value3, and value4 are used but their meanings are unknown.
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GUARD_STATION
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Ships
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Usually placed early in the brain stack, this block orders the ship back to the nearest station of the same side. If the station is destroyed, the ship will find the next station to go guard. value1 is used, but its meaning is unknown.
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LAUNCH_FIGHTERS
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Ships
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This block (for carriers only) launches all fighters that are refueled when a player ship is closer than (value1).
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LEADER_LEADS
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Ships
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A ship with this block, that successfully becomes the leader of a fleet after the "TRY_TO_BECOME_LEADER" AI command has run, will send their current pathfinding information to the rest of the ships within their fleet.
Pair with "TRY_TO_BECOME_LEADER" and "FOLLOW_LEADER" AI commands.
For all three commands to work together correctly, assign them to every ship within the fleet in this order in the mission script:
TRY_TO_BECOME_LEADER
LEADER_LEADS
FOLLOW_LEADER
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MOVE_WITH_GROUP
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Monsters
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Applicable to monsters with a pod number (whales and piranhas), this block has 4 arguments (value1, value2, value3, and value4). value1 is the throttle value. value2, value3 and value4 are unknown, and appear to always be 0 in normal scenarios. This block should normally be the first block in the brain stack.
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PLAY_IN_ASTEROIDS |
Monsters |
Added in v2.7.0. No arguments are used. |
POINT_THROTTLE
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Ships, Monsters
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The script can add this block to force an AI brain to a specific location (value1=x, value2=y, value3=z) and throttle(value4).
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PROCEED_TO_EXIT
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Ships
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All neutrals start out with a position (off the map) that they are trying to go to. This block guides them there.
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RANDOM_PATROL |
Monsters |
Added in v2.7.0. value1 is used, but its meaning is currently unknown. |
RELEASE_PIRANHAS
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Monsters
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Applicable to wrecks. value1=side(piranhas will not be created when a player of this side is too close), value2=dist(player ships gets this close, piranhas are created), value3=num of piranhas spawned, value4=pod number of this monster group (0-9). The F7 brain stack display on the server will only show the value2 number, not the other attributes. |
SPCL_AI |
Ships |
If the enemy wants to behave like an elite, using special abilities like cloaking and warping, it needs this block. In versions 2.3 and earlier, this was called ELITE_AI. |
STAY_CLOSE
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Monsters
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Applicable to monsters with a pod number (whales and piranhas), this block has 4 arguments (value1, value2, value3, and value4). value1 seems to be the maximum distance to stay apart. value 2 is the throttle value. value3 and value4 are unknown, and appear to always be 0 in normal scenarios. This block should normally be the last block in the brain stack.
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TARGET_THROTTLE
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Ships, Monsters
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The script can add this block to force an AI brain to move towards a specific unit (targetName) and throttle(value1). value1=throttle, value2=0 means fire on, ~0 means move towards but don't target
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TRY_TO_BECOME_LEADER
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Ships
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With this block, ships in the fleet with test against one-another to become the leader of that fleet. When the test is complete, one ship will be designated as the leader.
Pair with "LEADER_LEADS" and "FOLLOW_LEADER" AI commands.
For all three commands to work together correctly, assign them to every ship within the fleet in this order in the mission script:
TRY_TO_BECOME_LEADER
LEADER_LEADS
FOLLOW_LEADER
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