Tiberian Technologies Scripts Reference Revision: 9000
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JMG_Utility_AI_Goto_Location_While_Player_Nearby Class Reference

AI that will attempt to go to a location as long as a player is near it \GotoObjectId - Object that the AI will chase around the map, overrides location \GotoLocation - Location the vehicle will attempt to move to \MaxPlayerDistance - Furthest the nearest player can be for the unit to continue to be "escorted" \MinAttackRange - How close can a target be before it can no longer be fired upon, if the target is too close the vehicle will attempt to back up to a previous position or return to a wander point/home position if either are available. \ForceFire - Tells the AI to fire weapons even if the turret isn't aimed at the target, useful for vehicles like the MRLS. \VTOLHover - Used for Aircraft, tells the AI how high to fly above its target spots \vsSoldier - Tells the AI what fire mode to use against infantry, -1 means it can't attack them, 2 means auto, 0 is secondary fire, 1 is primary fire. \vsVehicle - Tells the AI what fire mode to use against vehicles, -1 means it can't attack them, 2 means auto, 0 is secondary fire, 1 is primary fire. \vsAircraft - Tells the AI what fire mode to use against aircraft, -1 means it can't attack them, 2 means auto, 0 is secondary fire, 1 is primary fire. \WeaponError - This tells the max weapon error the vehicle can use, if weapon error is -1 it dynamically determines a weapon error to use, this calculation has to do with bullet speed and enemy distance. \OverrideFireMode - If 1 primary is forced, if 2 secondary is forced, otherwise use built in fire modes \OverrideSpeed - If -1 the default speed calculations take place, if anything else the speed value is used \PlayerType - Requires the team of the closest player to match in order for the script to one 0 Nod 1 GDI 2 Any. More...

#include <jmgUtility.h>

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Author
jgray