QuarryTypes: Difference between revisions
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== Usage == | == Usage == | ||
Quarry types are used as a parameter in at least | Quarry types are used as a parameter in at least three places: | ||
* [[TeamMissionTypes|Team mission]] (RA1) or [[ScriptActions|script action]] (TS to YR) type 0 ("Attack...") to instruct the team to attack specific kind of targets | * [[TeamMissionTypes|Team mission]] (RA1) or [[ScriptActions|script action]] (TS to YR) type 0 ("Attack...") to instruct the team to attack specific kind of targets | ||
* [[ScriptActions|Script action]] (RA2/ YR only) type 57 ("Chronoshift Task Force to a target type...") to have the team Chronoshifted to a specific kind of target if appropriate Superweapon is ready and charged. | |||
* [[Actions_(maps)|Trigger action]] type 35 for special/super weapon targeting | * [[Actions_(maps)|Trigger action]] type 35 for special/super weapon targeting | ||
Line 80: | Line 81: | ||
|1 | |1 | ||
|QUARRY_ANYTHING | |QUARRY_ANYTHING | ||
| | |Enemy object (vehicle/aircraft/infantry/building) | ||
|- | |- | ||
|2 | |2 | ||
|QUARRY_BUILDINGS | |QUARRY_BUILDINGS | ||
| | |Enemy [[BuildingTypes|building]] | ||
|- | |- | ||
|3 | |3 | ||
|QUARRY_HARVESTERS | |QUARRY_HARVESTERS | ||
| | |Enemy [[Harvester|Harvester or Ore Miner]] | ||
|- | |- | ||
|4 | |4 | ||
|QUARRY_INFANTRY | |QUARRY_INFANTRY | ||
| | |Enemy [[InfantryTypes|infantry]] | ||
|- | |- | ||
|5 | |5 | ||
|QUARRY_VEHICLES | |QUARRY_VEHICLES | ||
| | |Enemy [[VehicleTypes|ground vehicle]] | ||
|- | |- | ||
|6 | |6 | ||
|QUARRY_FACTORIES | |QUARRY_FACTORIES | ||
| | |Enemy [[Factory|factory]] | ||
|- | |- | ||
|7 | |7 | ||
|QUARRY_DEFENSE | |QUARRY_DEFENSE | ||
| | |Enemy [[IsBaseDefense|defense]] [[BuildingTypes|building]] | ||
|- | |- | ||
|8 | |8 | ||
|QUARRY_THREAT | |QUARRY_THREAT | ||
| | |Enemy objects approaching (or already in) its base and which are in an attack mission | ||
|- | |- | ||
|9 | |9 | ||
|QUARRY_POWER | |QUARRY_POWER | ||
| | |Enemy [[Power|power facility]] | ||
|- | |- | ||
!colspan="3"|{{Ra2}} additions | !colspan="3"|{{Ra2}} additions | ||
Line 118: | Line 119: | ||
|10 | |10 | ||
|QUARRY_OCCUPIABLE{{fnl|2}} | |QUARRY_OCCUPIABLE{{fnl|2}} | ||
| | |[[BuildingTypes|Building]] that [[CanBeOccupied|can be occupied]] | ||
|- | |- | ||
|11 | |11 | ||
|QUARRY_TECH{{fnl|2}} | |QUARRY_TECH{{fnl|2}} | ||
| | |[[NeedsEngineer|Tech building]] | ||
|} | |} | ||
Target selection is based on the scan range defined by [[TargetDistanceCoefficientDefault]] or its [[TechnoTypes|technotype]] override of [[TargetDistanceCoefficient]]. If targets are available within that range, then closest of those is selected. If no targets are available within that range, then first built by that enemy is selected. | |||
== Notes == | == Notes == |
Latest revision as of 15:26, 17 June 2023
There are various target types that teams and special weapons can be assigned to attack. These are general target categories since the actual disposition of potential targets cannot be precisely predicted -- thus these serve as guidelines for the computer AI.
—Red Alert source
Quarry1 types is a feature first introduced in Red Alert. As explained by the above comment in the game's source code, they are used to specify general target categories for AI teams and special weapons (super weapons in later games).
Usage
Quarry types are used as a parameter in at least three places:
- Team mission (RA1) or script action (TS to YR) type 0 ("Attack...") to instruct the team to attack specific kind of targets
- Script action (RA2/ YR only) type 57 ("Chronoshift Task Force to a target type...") to have the team Chronoshifted to a specific kind of target if appropriate Superweapon is ready and charged.
- Trigger action type 35 for special/super weapon targeting
Available QuarryTypes
Red Alert
Index | QuarryType | Description |
---|---|---|
0 | QUARRY_NONE | None or invalid, cancels attack mission |
1 | QUARRY_ANYTHING | Any enemy building or unit (same as "hunt") |
2 | QUARRY_BUILDINGS | Any enemy building |
3 | QUARRY_HARVESTERS | Any enemy Ore Miner |
4 | QUARRY_INFANTRY | Any enemy infantry |
5 | QUARRY_VEHICLES | Any enemy ground vehicle |
6 | QUARRY_VESSELS | Any enemy ship |
7 | QUARRY_FACTORIES | Any enemy factory |
8 | QUARRY_DEFENSE | Any enemy defense building |
9 | QUARRY_THREAT | Any enemy objects approaching (or already in) its base and which are in an attack mission |
10 | QUARRY_POWER | Any enemy power facility |
11 | QUARRY_FAKES | Any enemy fake building |
Tiberian Sun to Yuri's Revenge
Index | QuarryType | Description |
---|---|---|
0 | QUARRY_NONE | None or invalid, cancels attack mission |
1 | QUARRY_ANYTHING | Enemy object (vehicle/aircraft/infantry/building) |
2 | QUARRY_BUILDINGS | Enemy building |
3 | QUARRY_HARVESTERS | Enemy Harvester or Ore Miner |
4 | QUARRY_INFANTRY | Enemy infantry |
5 | QUARRY_VEHICLES | Enemy ground vehicle |
6 | QUARRY_FACTORIES | Enemy factory |
7 | QUARRY_DEFENSE | Enemy defense building |
8 | QUARRY_THREAT | Enemy objects approaching (or already in) its base and which are in an attack mission |
9 | QUARRY_POWER | Enemy power facility |
Red Alert 2 additions | ||
10 | QUARRY_OCCUPIABLE2 | Building that can be occupied |
11 | QUARRY_TECH2 | Tech building |
Target selection is based on the scan range defined by TargetDistanceCoefficientDefault or its technotype override of TargetDistanceCoefficient. If targets are available within that range, then closest of those is selected. If no targets are available within that range, then first built by that enemy is selected.