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Programming units behaviour further in CMII?


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Hey BFC!

Give us some elements of programming the units in CMII?

I want to program my units as i do now but in special situations much more thoroughly and detailed!

I dont program anything and never did.

For example:

Move: to there(xxx;xxx;) attr:'straight', _thought -> when in "open" - do: "sneak" as Move -> when in "any trees" - do: "move" as Move .End and Hide and rotate there.

Move ->

"move"

"sneak"

"run"

"withdraw"

When in hulldown turn your {} What:_turret attr:'straight' !!!

When, you do:CONTACT-ENEMY-UNIT attr:'any' "Move"->"withdraw": _somew?ere tothere(xxx;xxx;) !!!

'Do this if this',something like that in brief. Im not a programmer you know smile.gif ))

I would like to see this interface as fall-down menus from the right-button menu & OPTIONAL, so that one could rule them both the easy way and a little more complicated way if situation demands.

AI cant fully decide the soldiers' behaviour any more - its dumb in accordance with its artificiality smile.gif

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Great idea

I think somthing like this suggestion has come up in the past smile.gif

If you are interested you can search for SOP (Standard Operating Procedures)

One thing that should be noted is that if you have a big battle with LOTS like 50-100 units then give the special SOP orders to each unit individually could be a REAL big time waster.

I like the idea of SOP's but they should be easy to use and band-boxable or be able to issue the orders to a group of selected units.

I would like to suggest that the Tac AI should also work well (as reasonably well as the CMBB Tac AI) for newer or lazier players that don't want to program additional SOP orders for each and every unit after every move or turn.

search for SOP for more on this one smile.gif

-tom w

[ July 13, 2003, 12:10 AM: Message edited by: aka_tom_w ]

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