it's ordered to move to the nearest enemy unit to them (even if the enemy unit is invincible or invisible like a beacon, cloaked unit, or map revealer).
After a unit has killed their target (or moved to it if they don't have a weapon), most units seem to be stuck on running order ID 156 instead of returning to a normal guard/idle order. Spellcasters being more aggressive is probably a side-effect of that, as units under the control of the AI script through order 156 are more consistently given commands to cast spells by the computer player.
This is excaktly want i wanted to achive spells casting on sight casting spells more aggresively(this surely must be usefull for all map makers doin maps with cpus controlled units, like 3v5comps, rpgs, tug of wars maps and many more maps ive not seen it used so far by any map makers..) But ill surely be using this.
After testing abit more the running the random suacide mission surely does same thing as i achived,, i have more questions about the use of running a script, you say it effect all spell units on the entire map owned by the specific computer player? you said it does that units with weapons will target nearest enemy units this means marines would use stim and tank would instantly siege if enemy in range? i in the test runs i did where running this suacide mission scripts works good, im using a timer to fire the script but i run it multiple times like 1 time per 4 sec this dosent seem to ruin the script, but can i ask do i only need to run the script one time or when a new unit is created it needs to have the script runned to act differently.
The way i achive this is by reaching the sprite limit and have a high amount of sprites firing when the units i want to have this special ai is created and send into battle when they have attacked one time its activated for the rest of the game and i dont need to activate it again, each time a unit is created it will have this different or more aggresively unit ai casting spell better and attacking more agresively using stim etc, the pro about the founding i did is that you dont need run any scripts.
But if you can control it at an location with the run ai script location that surely be prefer 100% so that only control 1 unit and not the entire army.
It seems theres sligt difference on the two ways to achive this, after testing my conclusion is that:
the sprite way to get agresively unit ai does work for all the new created units in the rest of the game, theres several things that can disable the order156 mode, it can run other orders mean time having this order156 agresively state, it seems that the units ai are tiny bit better since they are created and using the order156 from the momemt they are created, if the state is deactivated initialy or in the gameplay it canot activated or reactivated(without the run ai script).
using the run ai script send units on random suacide missions needs to be run every time a new unit is created to activate the order156 state, it affects all units owned by the cpu player on the entire map changing the initial order the unit has, it takes a small movement for it to activate which result in bit lesser good ai (but still alot better than not using the order156 state)
What a nice finding here darkened fantasies, thanks for the info about using that ai script surely something that can be usefull in all maps using cpu ai enemies.
Post has been edited 1 time(s), last time on Apr 22 2022, 11:39 am by GGmano.
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