davidlallen Posted March 11, 2016 Author Share Posted March 11, 2016 Thanks a lot for looking. I had only searched for "MimicBeacon", not as two separate words in a comment. It seems to me from playing the game that aliens will ignore my own soldiers standing out in the open, in favor of running past them and attacking the beacon. But, perhaps I am imagining things, since there seems no evidence of this in the code. Does anybody confirm from playing that the mimic seems to get higher target priority? That must be happening due to something, and I can't believe that would be hardcoded in the C++ layer which we can't see. My goal is to give the same high priority, or at least medium-high priority, to the tank-spec mec unit so that you can have other glass cannon units in the team. Link to comment Share on other sites More sharing options...
Amineri Posted March 11, 2016 Share Posted March 11, 2016 Try expanding your search to the config files (AI.ini in particular). Behaviors=(BehaviorName=AdvTrooper_RedAbilitySelector, NodeType=Selector, Child[0]=MimicBeaconBehavior, Child[1]=AdventRedFirstAction, Child[2]=AdventRedLastAction) Link to comment Share on other sites More sharing options...
davidlallen Posted March 11, 2016 Author Share Posted March 11, 2016 What, you mean some of the game behavior is described in ini files ?? (/embarrassed) Link to comment Share on other sites More sharing options...
thugthrasher Posted March 11, 2016 Share Posted March 11, 2016 Well, now I feel kind of dumb. But, hey, at least I learned more of how the source files handle AI. Link to comment Share on other sites More sharing options...
DarkAnsem Posted March 11, 2016 Share Posted March 11, 2016 All useful info! Link to comment Share on other sites More sharing options...
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