| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • Stop wasting time looking for files and revisions. Connect your Gmail, DriveDropbox, and Slack accounts and in less than 2 minutes, Dokkio will automatically organize all your file attachments. Learn more and claim your free account.

View
 

add_ai

Page history last edited by Dave Thaler 3 years, 6 months ago Saved with comment

The add_ai mission scripting command adds an AI decision to the brain stack of a neutral, enemy, or monster.

 

Attribute

Valid Values

Optional?

Description

name

text

you only need to use one, either name OR use_gm_selection

The name of the object.

use_gm_selection

anything, just use this attribute to use the game master's selected object

 

targetName

text

 

The target object of SOME AI blocks (currently only meaningful for ATTACK and TARGET_THROTTLE).

type

text, one of a list of AI blocks

 

 

value1

-100000 to 100000, contextual to the type of the AI block

Varies by AI Block

 

value2

-100000 to 100000, contextual to the type of the AI block

 

value3

-100000 to 100000, contextual to the type of the AI block

 

value4

-100000 to 100000, contextual to the type of the AI block

 

 

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.

You don't have permission to comment on this page.