Make AI build cobra hover trucks when it is able to, instead of the ordinary starting trucks. This
allows the AI to access areas of certain maps that are blocked by water. On these maps, this makes a great deal of difference. This breaks skirmish saves, so do not backport. git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@9499 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
eed1904333
commit
1aae810a22
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@ -111,7 +111,7 @@ public int numTemplates[TECHS];
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public TEMPLATE tmpl[TECHS][70];
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private TEMPLATE tmplChoice[5];
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public TEMPLATE cybTempl[10],superCyb[4],cybMechanic,cybEngineer;
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public TEMPLATE cybTempl[10],superCyb[4],cybMechanic,cybEngineer,hovertruck;
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public TEMPLATE vtols[18];
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public int numVtolTemplates;
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@ -1557,11 +1557,17 @@ event conDroids(conDroidsTr)
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initEnumStruct(FALSE,factory,me,me);
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_factory = enumStruct();
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while((_factory != NULLOBJECT) and (_numBuilding < _maxTruckFactories)
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and (_totalTrucks < _maxTrucks))
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while ((_factory != NULLOBJECT) and (_numBuilding < _maxTruckFactories) and (_totalTrucks < _maxTrucks))
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{
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//Try to build a truck
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_bStartedBuilding = buildUnit(constructor, _factory, factory, FALSE); //build truck even if not idle
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if (skCanBuildTemplate(me, _factory, hovertruck))
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{
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_bStartedBuilding = buildUnit(hovertruck, _factory, factory, FALSE); //build truck even if not idle
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}
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else
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{
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_bStartedBuilding = buildUnit(constructor, _factory, factory, FALSE); //build truck even if not idle
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}
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//Update statistics if started building a truck
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if(_bStartedBuilding)
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@ -325,6 +325,7 @@ run
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// SENSORS / REPAIR TEMPLATES
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constructor TEMPLATE "ConstructorDroid"
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hovertruck TEMPLATE "CobraHoverTruck"
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repairUnit TEMPLATE "ViperRepairHalftrack"
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numSenseTemplates int 10
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