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Movestate controlling unit AI

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3 years ago
Only due to a recent comment by AUrankAdminGoogleFrog, I have found out that movestate controls unit AI. I have set most of my units to hold position in order to not walk into enemy defenses and activate unit AI, but by this, I have accidentally deactivated unit AI. How can I make my raiders dodge skirmisher shots but not randomly walk into enemy defenses?
+1 / -0


3 years ago
Use Attack Move. Hold Position causes units to only activate unit AI with Attack Move.
+3 / -0

3 years ago
Would be very nice if there was an option for unit ai to skirm defenses. Units can already stay out of the range of scary enemies like reavers, so why not porc? Obviously don't want it by default, since the default attack move should attack things even if it's suicide, but I would like it as an option for people with the apm to handle porc pushes manually.
+1 / -0


3 years ago
I think technically you're asking for unit AI to flee defenses. Skirm would try to make the units go into range, but if they already outrange the deferences then they will shoot at them without taking damage (except for edge cases like Ronin vs. Stardust, but Ronin already has unit AI vs Stardust to help it keep just outside range).

There is currently no support for swapping in different lists of units with variable settings, but it doesn't sound impossible to add. Adding some state toggles that refine AI behaviour sounds reasonable now that they can be hidden from the default UI. I'd expect some people would use them for Initial States rather than ever toggle them ingame.
+1 / -0
*insert pushing for unit move states to become Hold Position/Aggressive (approach enemies)/Defensive (avoid enemy fire zones or being decloaked)*

I'll probably add that to my mod...
So much easier to just make changes to dyth's mod so I can change the rules for when I play with friends, thanks for implementing that feature :)
+0 / -0


3 years ago
I've come around to thinking that the only thing worse than a state toggle is a state toggle with more than two options. At least two options can be thought of as "do this or not", while three requires an explanation of each. It's also more annoying to hit a key or a button twice to get to the state you want. Add more toggles rather than an additional state for the movestate.
+2 / -0


3 years ago
Aren't there already three states?
This would just be replacing those.
+0 / -0
Roam is removed by default and the state is simply called Hold Position. It can be enabled or disabled. It is the three-state movestate underneath. The same happened for hold fire.
+0 / -0


3 years ago
quote:
*insert pushing for unit move states to become Hold Position/Aggressive (approach enemies)/Defensive (avoid enemy fire zones or being decloaked)*

I'd call the last one Evasive rather than Defensive, because the only thing the unit is defending in this mode is its own pathetic existence.

quote:
Add more toggles rather than an additional state for the movestate.

So, something like:

Hold position: on (hold) / off (chase your dreams)
Avoid enemies: yes (evasive) / no (aggressive)
+0 / -0


3 years ago
Yes. Then hide it on the UI.

Then players can configure units with it via Unit Behaviour, or unhide it.

Then add a custom state system which players can use to set aggregate states for their units, with a scalable number of toggles. This configurable aggregate state would be purely luaUI-side, in effect the simple boolean states would become an interface between luarules and luaUI.
+0 / -0