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(Created page with "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 c...")
 
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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 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 loosing 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.  
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{{Flag
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|name={{PAGENAME}}
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|files={{Categ|ini=ai}}, {{Categ|maps}}
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|values={{Values|boolean}}
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|types={{Categ|TeamTypes}}
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|ts=yes
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|fs=yes
 +
|hp=yes
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|ra2=yes
 +
|yr=yes
 +
|ares=yes
 +
}}
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{{f|Aggressive|link}} entry in [[TeamTypes]] pertains to initiating an attack when a threat posing enemy comes in range. {{f|Suicide|link}} entry in TeamTypes pertains to response to an attack. These can be set to yes/no. Depending on the current [[ScriptTypes/ScriptActions|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 {{f|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, {{f|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. {{f|Suicide|yes}} tries to suppress the retaliation when attacked in favor of completing the current script action.
  
Movement related script action cases:
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=== Movement-related script action cases ===
  
Attack script actions (0,n), Attack waypoint (1,n), Attack enemy structure (46,StructureNumber) and Attack structure at waypoint (59,n) - On Aggressive=yes/no, won't initiate attack when enemy comes in range and continues its script action. If Suicide=no, it will respond to attack and continue the script action. If Suicide=yes, it will not respond to attack and continue the script action.
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{| cellpadding="5" class="wikitable"
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!rowspan="2"|ScriptAction
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!rowspan="2"|Aggressive?
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!rowspan="2"|Suicide?
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!colspan="2"|Response when...
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|-
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!...enemy in range
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!...under attack
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|-
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|rowspan="4"|<code>0</code>  Attack target type<br/><code>1</code>  Attack waypoint<br/><code>46</code> Attack enemy structure<br/><code>59</code> Attack structure at waypoint
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|yes
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|yes
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|rowspan="4"|Does not initiate attack; continues its script action.
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|Does not respond to attack; continues the script action.
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|-
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|yes
 +
|no
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|Responds to attack and continues the script action.
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|-
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|no
 +
|yes
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|Does not respond to attack; continues the script action.
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|-
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|no
 +
|no
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|Responds to attack and continues the script action.
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|-
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|rowspan="4"|<code>3</code>  Move to waypoint<br/><code>47</code> Move to enemy structure<br/><code>53</code> Gather at enemy base
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|yes
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|yes
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|Does not initiate attack; continues its script action.
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|Does not respond to attack; continues the script action.
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|-
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|yes
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|no
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|Abandons the current script action and attacks the enemy. Once attack is over, executes the next script action.
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|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.
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|-
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|no
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|yes
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|rowspan="2"|Does not initiate attack when enemy comes in range; continues its script action.
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|rowspan="2"|Does not respond to attack; continues the script action.
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|-
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|no
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|no
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|-
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|rowspan="4"|<code>16</code> Patrol to waypoint
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|yes
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|yes
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|Attacks the enemy, then resumes the script action.
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|Does not respond to attack; continues the script action.
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|-
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|yes
 +
|no
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|Abandons the current script action and attacks the enemy. Once attack is over, executes the next script action.
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|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.
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|-
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|no
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|yes
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|Attacks the enemy, then resumes the script action.
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|Does not respond to attack; continues the script action.
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|-
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|no
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|no
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|Attacks the enemy while moving to given waypoint.
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|Moves back to retaliate. Attacks if in range, otherwise ignores the enemy. Continues the script action.
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|}
  
Move to waypoint (3,n), Move to enemy structure (47,StructureNumber) and Gather at enemy base (53,0) - On Aggressive=yes with Suicide=no, attacks the enemy but looses its current script action. After the attack is over, the units will execute the next script action in its script. On Aggressive=yes with Suicide=yes or Aggressive=no with Suicide=yes/no, does not initiate attack when enemy comes in range, does not respond to attack and continues with its script action.
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{{Bugs}}
 
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Setting this on a team with armed transports can cause the game to break down. See [[Build Anywhere Bug]] for more information.
Patrol to waypoint (16,n) - On Aggressive=yes with Suicide=no, attacks the enemy but looses its current script action. While retaliating, if enemy goes out of range, it is able to continue its current script action otherwise its retaliation becomes attack and it looses its current script action. After the attack is over, the units will execute the next script action in its script. On Aggressive=yes/no with Suicide=yes, initiates attack on the enemy that comes in range and continue the script action but does not retaliate. On Aggressive=no with Suicide=no, the team will attack the enemy and also continue to move towards the given waypoint. When attacked, it comes back for retaliation but if in range it will attack and continue its script action otherwise it will ignore and continue to move towards its waypoint.
 
  
 
[[Category:INI Flags]]
 
[[Category:INI Flags]]

Revision as of 08:50, 10 May 2022

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
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

ScriptAction 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
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.

Cc alert.png 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.