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How can I script AI Units to Move when told to and not move unless told to?
Posted: 19 May 2018, 21:57
by EmpireEarthManiac
How can I script to make AI units go to a certain location when I want them too, also how can I make AI units not move or not leave a certain location until I want them to?
Re: How can I script AI Units to Move when told to and not move unless told to?
Posted: 19 May 2018, 23:30
by Dr.MonaLisa
Do you mean .ies scripting for Scenarios, or general AIPs game files modding?
Re: How can I script AI Units to Move when told to and not move unless told to?
Posted: 20 May 2018, 09:35
by Loewenherz
I think, he mean the ies scripting. With the Aip files would be that difficult.
How can I script to make AI units go to a certain location when I want them too,
Code: Select all
Actions on Selections
// void MoveSelection(float fX, float fY)
// Give a move goal to the units in the current selection. After
// giving the move goal, this flushes the current selection.
// example usage:
SelectUnit("AmbassadorToPlayer1");
//Send the ambassador to the city gates
MoveSelection(10, 10);
how can I make AI units not move or not leave a certain location until I want them to?
Code: Select all
// void SetUnitSpecialForces(const char *in_szUnitName,
// bool in_bSpecial)
// void SetGroupSpecialForces(const char *in_szGroupName,
// bool in_bSpecial)
// Set Scripted Unit - "Special Forces"
// Marks/Clears the selected units as 'special forces', so that
// the strategic AI won't touch them.
// example usage:
//For a while, keep him out of the eyes of the strategic AI so
//it doesn't accidentally send him to gather firewood while we're
//trying to get him to infiltrate the enemy city
SetUnitSpecialForces("JamesBond", true);
...or you pause the AI.
Code: Select all
// void PausePlayerAI(int in_iPlayerID, bool bPaused)
// Disable/enable strategic AI of computer player
// example usage:
//Pause AI player 2 until some condition is met.
PausePlayerAI(2, true);
...
//Unpause player 2, now that the human player's ready.
PausePlayerAI(2, false);
Re: How can I script AI Units to Move when told to and not move unless told to?
Posted: 20 May 2018, 15:36
by EmpireEarthManiac
Loewenherz wrote: ↑20 May 2018, 09:35
I think, he mean the ies scripting. With the Aip files would be that difficult.
How can I script to make AI units go to a certain location when I want them too,
Code: Select all
Actions on Selections
// void MoveSelection(float fX, float fY)
// Give a move goal to the units in the current selection. After
// giving the move goal, this flushes the current selection.
// example usage:
SelectUnit("AmbassadorToPlayer1");
//Send the ambassador to the city gates
MoveSelection(10, 10);
how can I make AI units not move or not leave a certain location until I want them to?
Code: Select all
// void SetUnitSpecialForces(const char *in_szUnitName,
// bool in_bSpecial)
// void SetGroupSpecialForces(const char *in_szGroupName,
// bool in_bSpecial)
// Set Scripted Unit - "Special Forces"
// Marks/Clears the selected units as 'special forces', so that
// the strategic AI won't touch them.
// example usage:
//For a while, keep him out of the eyes of the strategic AI so
//it doesn't accidentally send him to gather firewood while we're
//trying to get him to infiltrate the enemy city
SetUnitSpecialForces("JamesBond", true);
...or you pause the AI.
Code: Select all
// void PausePlayerAI(int in_iPlayerID, bool bPaused)
// Disable/enable strategic AI of computer player
// example usage:
//Pause AI player 2 until some condition is met.
PausePlayerAI(2, true);
...
//Unpause player 2, now that the human player's ready.
PausePlayerAI(2, false);
Thank you so much, I tried the pause player and tried to move specific AI units with the AI paused because I did not want the other units to move.