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Discoveries about Artemis 1.60 Mission Scripting

posted Jan 23, 2012 01:13:44 by Mike_Substelny
To help Thom and everyone else working on mission scripts I plan to jot down the things I discover about mission scripting in Artemis 1.6. I invite everyone to post their discoveries to this thread.

will_accept_comms_orders still lets your script control whether or not a neutral will follow the player's orders despite our ability to put FOLOW_COMMS_ORDERS in the AI stack. But when the value is set to 0 the reply message tells the players that the order is being obeyed when it is not. Thus the neutrals seem to be yanking the player's chains.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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Vorus said Jan 25, 2012 20:41:26
Do I understand this correctly?

AI blocks supersede each other from bottom to top, so if I do this:

<add_ai name="Gallant Wing" type="CHASE_PLAYER" value1="20000"/>
<add_ai name="Gallant Wing" type="CHASE_NEUTRAL" value1="20000"/>
<add_ai name="Gallant Wing" type="CHASE_ANGER"/>

then that enemy will shoot back at things that shoot at him, but if nothing is shooting at him, he will attack neutrals, and if there are no neutrals, he will attack players. Is that how it works?


Also, the "DIR_THROTTLE" AI, what do I put in the value1 field? Does that have to be an actual heading, like "90", or can this be used to direct neutrals to other neutrals? And if not, how do we do that now? Does the old "direct" command still work?



<EDIT> Also, what is, and how do we use the "FOLLOW_NEUTRAL_PATH" AI?



<EDIT AGAIN> Finally, does DEFEND also use "TargetName"? The documentation says that only ATTACK uses that, but I assume that there is a way to assign a target for the DEFEND AI also.


[Last edited Jan 25, 2012 23:00:22]
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Mike_Substelny said Feb 28, 2012 16:25:31
then that enemy will shoot back at things that shoot at him, but if nothing is shooting at him, he will attack neutrals, and if there are no neutrals, he will attack players. Is that how it works?


Only if the player or neutral is within 20000. You should probably put in both values (regular and nebula) for the CHASE_PLAYER and CHASE_NEUTRAL.

Finally, does DEFEND also use "TargetName"?


No. Defend only works for neutral destroyers and the defended object must be initiated by the player's Communications Officer. The mission script parameters only control how close the neutral destroyer will stay to the defended object and how close the enemy must get before the neutral destroyer reacts.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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