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SW.AITargeting

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Revision as of 13:39, 20 August 2024 by Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values=Strings (names of SuperWeaponTypes) |default=? |types={{categ|SuperWeaponTypes}} |ares=yes |aresflag=yes }...")
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Flag: SW.AITargeting
File(s): Rules(md).ini
Values: Strings (names of SuperWeaponTypes)
Default: ?
Applicable to: SuperWeaponTypes

This 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.