Closed nerdalertdk closed 10 years ago
Im thinking
Bandits
Heroes
I had
Bandits
Heroes
These variables (combatmode and behaviour) define the behaviour of units out of combat. Once they get in combat/are hit, a danger.fsm starts, and defines the deeds of the units. From then on they leave formations and run by them self (flank, fire etc.)
Just whantede to talk about standard mode the AI should be in, both Bandits and Hero's
Combat Modes:
BLUE (Never fire) When hostile units are detected, they will track them, but will never fire back, even when fired upon. This mode can only be set through the editor or script. No in-game commands to subordinates can set them to combat mode Blue.
GREEN (Hold fire - defend only) When a player orders his units to "Hold fire", the units are set to combat mode Green.
WHITE (Hold fire, engage at will)
YELLOW (Fire at will) If AI spots a target and decides it is in effective range, he will open fire. By default AI is set to YELLOW. If a leader calls Target, the unit with aim without breaking formation.
RED (Fire at will, engage at will) When a leader commands his units to Engage at will, combat mode RED is set. The AI does not keep formation and each member moves individualy. The leader command Disengage will set the units back to fire at will (YELLOW) If Attack and Engage is called, the unit will break formation to find the best place to attack from (combat mode RED)
AI Behaviour
Pathfinding
SAFE, CARELESS - Units will try to stay on roads, not caring about finding any cover AWARE - Units try to stay mostly on roads, occasionally using cover COMBAT, STEALTH - Units will try to utilize cover whenever possible
Behaviour:
Stance
SAFE, CARELESS - Units will stay upright AWARE, COMBAT - Units will stay upright most of the time, kneeling down occasionally STEALTH - Units will be prone most of the time