Improve AI response in Nod03b
This commit is contained in:
@@ -26,15 +26,15 @@ Players:
|
|||||||
Faction: gdi
|
Faction: gdi
|
||||||
PlayerReference@GDI:
|
PlayerReference@GDI:
|
||||||
Name: GDI
|
Name: GDI
|
||||||
|
Bot: campaign
|
||||||
Faction: gdi
|
Faction: gdi
|
||||||
Color: F5D378
|
Color: F5D378
|
||||||
Allies: GDI
|
Allies: GDI
|
||||||
Enemies: Nod
|
Enemies: Nod
|
||||||
Bot: campaign
|
|
||||||
PlayerReference@Nod:
|
PlayerReference@Nod:
|
||||||
Name: Nod
|
Name: Nod
|
||||||
Playable: True
|
|
||||||
AllowBots: False
|
AllowBots: False
|
||||||
|
Playable: True
|
||||||
Required: True
|
Required: True
|
||||||
LockFaction: True
|
LockFaction: True
|
||||||
Faction: nod
|
Faction: nod
|
||||||
@@ -121,8 +121,8 @@ Actors:
|
|||||||
Actor89: e1
|
Actor89: e1
|
||||||
Location: 19,21
|
Location: 19,21
|
||||||
Owner: GDI
|
Owner: GDI
|
||||||
Facing: 512
|
|
||||||
SubCell: 1
|
SubCell: 1
|
||||||
|
Facing: 512
|
||||||
Actor90: e1
|
Actor90: e1
|
||||||
Location: 30,43
|
Location: 30,43
|
||||||
Owner: GDI
|
Owner: GDI
|
||||||
@@ -324,22 +324,22 @@ Actors:
|
|||||||
Actor50: t18
|
Actor50: t18
|
||||||
Location: 13,37
|
Location: 13,37
|
||||||
Owner: Neutral
|
Owner: Neutral
|
||||||
Actor51: silo
|
Base4: silo
|
||||||
Location: 23,17
|
Location: 23,17
|
||||||
Owner: GDI
|
Owner: GDI
|
||||||
Actor52: silo
|
Base1: silo
|
||||||
Location: 18,17
|
Location: 18,17
|
||||||
Owner: GDI
|
Owner: GDI
|
||||||
Actor53: pyle
|
Base3: pyle
|
||||||
Location: 23,19
|
Location: 23,19
|
||||||
Owner: GDI
|
Owner: GDI
|
||||||
Actor54: nuke
|
Base5: nuke
|
||||||
Location: 25,17
|
Location: 25,17
|
||||||
Owner: GDI
|
Owner: GDI
|
||||||
Actor55: fact
|
Base6: fact
|
||||||
Location: 27,17
|
Location: 27,17
|
||||||
Owner: GDI
|
Owner: GDI
|
||||||
Actor56: gtwr
|
Base7: gtwr
|
||||||
Location: 18,23
|
Location: 18,23
|
||||||
Owner: GDI
|
Owner: GDI
|
||||||
Actor57: v20
|
Actor57: v20
|
||||||
@@ -360,7 +360,7 @@ Actors:
|
|||||||
Actor62: v19
|
Actor62: v19
|
||||||
Location: 28,41
|
Location: 28,41
|
||||||
Owner: Neutral
|
Owner: Neutral
|
||||||
Actor63: proc
|
Base2: proc
|
||||||
Location: 20,17
|
Location: 20,17
|
||||||
Owner: GDI
|
Owner: GDI
|
||||||
Actor65: v19
|
Actor65: v19
|
||||||
@@ -372,7 +372,7 @@ Actors:
|
|||||||
Actor68: v19
|
Actor68: v19
|
||||||
Location: 29,42
|
Location: 29,42
|
||||||
Owner: Neutral
|
Owner: Neutral
|
||||||
Actor72: jeep
|
Humvee1: jeep
|
||||||
Location: 28,21
|
Location: 28,21
|
||||||
Owner: GDI
|
Owner: GDI
|
||||||
Facing: 512
|
Facing: 512
|
||||||
@@ -384,7 +384,7 @@ Actors:
|
|||||||
Location: 32,36
|
Location: 32,36
|
||||||
Owner: GDI
|
Owner: GDI
|
||||||
Facing: 384
|
Facing: 384
|
||||||
Actor75: jeep
|
Humvee2: jeep
|
||||||
Location: 29,21
|
Location: 29,21
|
||||||
Owner: GDI
|
Owner: GDI
|
||||||
Facing: 512
|
Facing: 512
|
||||||
|
|||||||
@@ -12,23 +12,26 @@ Engineers = { "e6", "e6", "e6" }
|
|||||||
FirstAttackWaveUnits = { "e1", "e1", "e2" }
|
FirstAttackWaveUnits = { "e1", "e1", "e2" }
|
||||||
SecondAttackWaveUnits = { "e1", "e1", "e1" }
|
SecondAttackWaveUnits = { "e1", "e1", "e1" }
|
||||||
ThirdAttackWaveUnits = { "e1", "e1", "e1", "e2" }
|
ThirdAttackWaveUnits = { "e1", "e1", "e1", "e2" }
|
||||||
|
GDIBase = { Base1, Base2, Base3, Base4, Base5, Base6, Base7 }
|
||||||
|
Humvees = { Humvee1, Humvee2 }
|
||||||
|
HumveeFootprint = { CPos.New(22,26), CPos.New(23,26), CPos.New(24,26), CPos.New(34,25), CPos.New(35,25) }
|
||||||
|
|
||||||
SendAttackWave = function(units, action)
|
SendAttackWave = function(units, action)
|
||||||
Reinforcements.Reinforce(GDI, units, { GDIBarracksSpawn.Location, WP0.Location, WP1.Location }, 15, action)
|
Reinforcements.Reinforce(GDI, units, { GDIBarracksSpawn.Location, WP0.Location, WP1.Location }, 15, action)
|
||||||
end
|
end
|
||||||
|
|
||||||
FirstAttackWave = function(soldier)
|
FirstAttackWave = function(soldier)
|
||||||
soldier.Move(WP2.Location)
|
soldier.AttackMove(WP2.Location)
|
||||||
soldier.Move(WP3.Location)
|
soldier.AttackMove(WP3.Location)
|
||||||
soldier.Move(WP4.Location)
|
soldier.AttackMove(WP4.Location)
|
||||||
soldier.AttackMove(PlayerBase.Location)
|
soldier.AttackMove(PlayerBase.Location)
|
||||||
end
|
end
|
||||||
|
|
||||||
SecondAttackWave = function(soldier)
|
SecondAttackWave = function(soldier)
|
||||||
soldier.Move(WP5.Location)
|
soldier.AttackMove(WP5.Location)
|
||||||
soldier.Move(WP6.Location)
|
soldier.AttackMove(WP6.Location)
|
||||||
soldier.Move(WP7.Location)
|
soldier.AttackMove(WP7.Location)
|
||||||
soldier.Move(WP9.Location)
|
soldier.AttackMove(WP9.Location)
|
||||||
soldier.AttackMove(PlayerBase.Location)
|
soldier.AttackMove(PlayerBase.Location)
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -62,6 +65,29 @@ WorldLoaded = function()
|
|||||||
Trigger.AfterDelay(DateTime.Seconds(40), function() SendAttackWave(FirstAttackWaveUnits, FirstAttackWave) end)
|
Trigger.AfterDelay(DateTime.Seconds(40), function() SendAttackWave(FirstAttackWaveUnits, FirstAttackWave) end)
|
||||||
Trigger.AfterDelay(DateTime.Seconds(80), function() SendAttackWave(SecondAttackWaveUnits, SecondAttackWave) end)
|
Trigger.AfterDelay(DateTime.Seconds(80), function() SendAttackWave(SecondAttackWaveUnits, SecondAttackWave) end)
|
||||||
Trigger.AfterDelay(DateTime.Seconds(140), function() SendAttackWave(ThirdAttackWaveUnits, FirstAttackWave) end)
|
Trigger.AfterDelay(DateTime.Seconds(140), function() SendAttackWave(ThirdAttackWaveUnits, FirstAttackWave) end)
|
||||||
|
|
||||||
|
local humveeTriggered
|
||||||
|
Trigger.OnEnteredFootprint(HumveeFootprint, function(actor, id)
|
||||||
|
if actor.Owner == Nod and not humveeTriggered then
|
||||||
|
Trigger.RemoveFootprintTrigger(id)
|
||||||
|
humveeTriggered = true
|
||||||
|
|
||||||
|
Utils.Do(Humvees, function(a)
|
||||||
|
if not a.IsDead then
|
||||||
|
IdleHunt(a)
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
|
||||||
|
Trigger.OnAnyKilled(GDIBase, function()
|
||||||
|
if not BaseAttacked then
|
||||||
|
BaseAttacked = true
|
||||||
|
Utils.Do(GDI.GetGroundAttackers(), function(unit)
|
||||||
|
IdleHunt(unit)
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
end)
|
||||||
end
|
end
|
||||||
|
|
||||||
Tick = function()
|
Tick = function()
|
||||||
|
|||||||
Reference in New Issue
Block a user