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SW.AITargeting

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Flag: SW.AITargeting
File(s): Rules(md).ini
Values: Strings (names of SuperWeaponTypes)
Default: ?
Applicable to: SuperWeaponTypes

Game ares yes.pngThis flag is part of Ares. Do not use it without Ares installed.



Select one of the following values to define how the AI will use this super weapon:

  • None

Does not fire. Effectively disables this super weapon for the AI.

  • Nuke

Selects a valid target using the Ion Cannon rules or picks a target by preferred type. Ignores cloaked targets.

  • LightningStorm

Selects a valid target using the Ion Cannon rules or picks a target by preferred type. Ignores cloaked targets. Cannot fire when a Lightning Storm is currently active.

  • PsychicDominator

Selects the valid target that has the most enemy units in Cell Spread range 3 nearby that can be permanently mind-controlled. Does not fire if a preferred target cell is set. Ignores cloaked targets.

  • GeneticMutator

Selects the valid target that has the most enemy infantry units in Cell Spread range 1 nearby. Does not fire if a preferred target cell is set. Ignores cloaked targets.

  • IronCurtain

Will not fire automatically. Instead, will wait for a team script requesting an Iron Curtain with matching SW.Group.

  • ForceShield

Fires at the position the last super weapon with AIDefendAgainst=yes was fired at. This honors the AISuperDefense tags, and not all super weapons might be defended against.

  • ParaDrop

Searches for a free area of 5 by 5 cells close to the favorite enemy player’s base center. If the owner has not settled for a favorite enemy yet, tries to find a location around the owning player’s base center.

  • DropPod

Fires at a randomly chosen land cell in one of the four outer sectors around the owning player’s base center.

  • Offensive

Selects a valid target using the Ion Cannon rules. Ignores cloaked targets.

  • MultiMissile

Selects a valid target by looking at the summed ThreatPosed values of the area around them. For cloaked targets, a random value between 0 and 100 is used.

  • HunterSeeker

Fires at no target, but only if the owning player settled for a favorite enemy. This is only useful with certain super weapons, or when a super weapon has a full map effect.

  • NoTarget

Fires at no target. This is only useful with certain super weapons, or when a super weapon has a full map effect.

  • Stealth

Selects a valid target using the Ion Cannon rules. Only considers cloaked targets.

  • Self

Selects a building owned by the firing player which provides this super weapon and satisfies power requirements. The target is the center of the building.

  • Base

Fires at what the game considers the firing player’s base center.

  • EnemyBase

Fires at what the game considers the base center of the firing player’s favorite enemy.

  • Attack

Fires like NoTarget when the last attack on a building was recent.

  • LowPower

Fires to the same cell as NoTarget when the owning house has insufficient power.

  • LowPowerAttack

Fires like LowPower, but only if the last attack on a building was recent. This can be used to activate auxiliary power or to force-overcharge base defenses.

  • LightningRandom
Targets a random cell no matter its contents, and is not otherwise constrained except for checking Designators and Inhibitors.