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Aggressive

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Revision as of 22:03, 21 May 2024 by Crimsonum (talk | contribs) (Units engaged in a "Move to waypoint" mission do engage even if the team has Aggressive=no, at least in TS. I assume 47 and 53 behave the same -- correct if wrong.)
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Flag: Aggressive
File(s): ai(md).ini, maps
Values: Boolean values: yes or no, true or false, 1 or 0
Applicable to: TeamTypes


Aggressive entry in TeamTypes pertains to initiating an attack when a threat posing enemy comes in range. Suicide entry in TeamTypes pertains to response to an attack. These can be set to yes/no. Depending on the current script action being executed and the combination of these two entries, the behavior differs. For some script actions, these two flags don't have any relevance. Variation are seen in the script actions where movement is involved. Typically, attack script actions are not affected by Aggressive entry and the team does not initiate attack while on the move to its target when the threat-posing enemy comes in range. In move script actions, Aggressive=yes favors attacking when the threat-posing enemy comes in range which results in the team losing its current script action, and when the team resumes it executes the next script action in its script. Suicide=yes tries to suppress the retaliation when attacked in favor of completing the current script action.

Movement-related script action cases

Script action Aggressive? Suicide? Response when...
...enemy in range ...under attack
0 Attack target type
1 Attack waypoint
46 Attack enemy structure
59 Attack structure at waypoint
yes yes Does not initiate attack; continues its script action. Does not respond to attack; continues the script action.
yes no Responds to attack and continues the script action.
no yes Does not respond to attack; continues the script action.
no no Responds to attack and continues the script action.
3 Move to waypoint
47 Move to enemy structure
53 Gather at enemy base
yes yes Does not initiate attack; continues its script action. Does not respond to attack; continues the script action.
yes no Abandons the current script action and attacks the enemy. Once attack is over, executes the next script action. Responds to attack. If the engagement is only response or if the enemy moves out of range, continues the current script action. If the engagement turns into an attack, it abandons the current script action. Once the attack is over, executes the next script action.
no yes Does not initiate attack when enemy comes in range; continues its script action. Does not respond to attack; continues the script action.
no no Attacks the enemy while moving to given waypoint. Responds to attack. If the engagement is only response or if the enemy moves out of range, continues the current script action. If the engagement turns into an attack, it abandons the current script action. Once the attack is over, executes the next script action.
16 Patrol to waypoint yes yes Attacks the enemy, then resumes the script action. Does not respond to attack; continues the script action.
yes no Abandons the current script action and attacks the enemy. Once attack is over, executes the next script action. Responds to attack. If the engagement is only response or if the enemy moves out of range, continues the current script action. If the engagement turns into an attack, it abandons the current script action. Once the attack is over, executes the next script action.
no yes Attacks the enemy, then resumes the script action. Does not respond to attack; continues the script action.
no no Attacks the enemy while moving to given waypoint. Moves back to retaliate. Attacks if in range, otherwise ignores the enemy. Continues the script action.

Bugs/Side-Effects/Unexpected Limitations

Setting this on a team with armed transports can cause the game to break down. See Build Anywhere Bug for more information.