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The [{{TTL|General}}] section has several flags relating to AI offensive Super Weapon targeting. They all share the same behaviour - they state the "priority" or "importance" of certain object types when evaluating the best target. This targeting model applies to super weapons with the following settings:<br><br>
The [{{f|General|link}}] section has several flags relating to AI offensive Super Weapon targeting. They all share the same behaviour - they state the "priority" or "importance" of certain object types when evaluating the best target. This targeting model applies to super weapons with the following settings:<br><br>
;TS
;TS
:{{TTL|Type|IonCannon}}
:{{f|Type|IonCannon|link}}
:{{TTL|Type|MultiMissile}}
:{{f|Type|MultiMissile|link}}
;RA2/YR
;RA2/YR
:{{TTL|Type|MultiMissile}}
:{{f|Type|MultiMissile|link}}
:{{TTL|Type|LightningStorm}}
:{{f|Type|LightningStorm|link}}
:Super weapons with {{TTL|AITargetingType|1}} set.
:Super weapons with {{f|AITargetingType|1|link}} set.


See [[:Category:AIIonCannon_Flags|here]] for a list of such flags. If one of these flags is missing but the relevant object exists on the map, it can cause an [[Internal Error]].
See [[:Category:AIIonCannon_Flags|here]] for a list of such flags. If one of these flags is missing but the relevant object exists on the map, it can cause an [[Internal Error]]. All flags have three values for hard, medium and easy difficulty, in this order. In at least RA2, the only difference between medium and hard is that on the latter, the AI checks if a possible target is in production; if it is and it has higher priority, then the AI will wait until production is complete then strike (according to Rules.ini comments).


{{SourceCode|http://dc.strategy-x.com/src2/HouseClass/PickIonCannonTarget.cpp|tr=yes}}
{{SourceCode|http://dc.strategy-x.com/src2/HouseClass/PickIonCannonTarget.cpp|tr=yes}}


[[Category:AIIonCannon_Flags| ]]
[[Category:AIIonCannon_Flags| ]]

Latest revision as of 07:12, 27 November 2009

The [General] section has several flags relating to AI offensive Super Weapon targeting. They all share the same behaviour - they state the "priority" or "importance" of certain object types when evaluating the best target. This targeting model applies to super weapons with the following settings:

TS
Type=IonCannon
Type=MultiMissile
RA2/YR
Type=MultiMissile
Type=LightningStorm
Super weapons with AITargetingType=1 set.

See here for a list of such flags. If one of these flags is missing but the relevant object exists on the map, it can cause an Internal Error. All flags have three values for hard, medium and easy difficulty, in this order. In at least RA2, the only difference between medium and hard is that on the latter, the AI checks if a possible target is in production; if it is and it has higher priority, then the AI will wait until production is complete then strike (according to Rules.ini comments).

Needs Transcribing
Pseudocode relevant to this article is available at http://dc.strategy-x.com/src2/HouseClass/PickIonCannonTarget.cpp. Please update this article with information revealed by the pseudocode.