Behaviours - astruyk/Ares GitHub Wiki
These modules cause AI units to perform some actions that normally would require micromanaging units or having a particular script built into the map. They can be used to perform common tasks quickly and consistently without requiring a lot of Zeus oversight.
Artillery
Three modules are available to make AI controlled artillery units fire at fixed positions on the map. Both manned mortar tubes and artillery vehicles can be controlled.
A typical usage would be something like:
- Place down some artillery targets that you want artillery units to fire at.
- Drop a "Fire Artillery" module on the unit that should do the shooting.
- Choose the options for the fire mission and press 'OK'.
- Watch the carnage.
Create Artillery Target
- Applies to: None
- Affects: None
Creates an artillery target for a unit to shoot at. The target will be visible on the map only to Zeus.
Fire Artillery
- Applies to: AI units
- Affects: Single Unit
This module causes the artillery unit to try to fire an artillery round at a created artillery target. Before firing Zeus is able to choose the following parameters:
- Ammunition Type
- All of the available ammunition types in the vehicle are listed.
- Rounds
- The number of rounds to fire at the target.
- Choose Target
- Random - The unit will randomly choose which artillery target to fire at.
- Nearest - The unit will fire at the artillery target that is closest to its current position.
- Furthest - The unit will fire at the artillery target that is furthest from its current position.
Note
- Fired shots do not queue up. Dropping a new 'Fire Artillery' module on a unit before they have completed the previous salvo will interrupt their firing and start the new salvo immediately.
Artillery Fire Mission
- Applies to: AI units
- Affects: All Units in a 150m radius
This module can be used to issue more complex fire missions than the "Fire Artillery" command.
How to use it:
- Place artillery units like usual (mixed groups are possible now)
- Select "Artillery Fire Mission" from the menu
- Click anywhere near the artillery units (radius is 150m currently).
- A dialog will pop up to let you choose which battery should fire.
- A battery is defined as "all units in the radius that are of the same type"
- After confirming a second dialog will pop up. You can pick
- Number of guns (select box)
- Number of rounds (free form text box)
- Shell type (select box)
- Target X coordinates (free form text box. Expects grid coordinates)
- Target Y coordinates (free form text box. Expects grid coordinates)
- After confirming this dialog the selected battery will fire with the selected number of guns at the specified location
Garrison Building
- Applies To: AI Units
- Affects: Group
All of the units in the group will instantly be teleported into the nearest building. They will be placed in doors, windows and on roofs looking outward.
Note:
- The units will NOT listen to normal move commands until the 'Un-Garrison' module has been placed on them (they will still fire on enemy units as normal).
Search Building
- Applies To: AI Units
- Affects: Group
All of the units in the group will move towards the nearest building and begin to search through all of the positions in it. They will move individually (not as a group or with stacking). If the group is large enough, the group leader will wait outside for the group to complete the search. Once the search is complete the units will return to the leader's position outside the building.
Search & Garrison Building
- Applies To: AI Units
- Affects: Group
All of the units in the group will move towards the nearest building and begin to search through it in the same manner as the 'Search Building' command. However, once the search is complete they will remain in position inside the building. They can later be told to leave using the 'Un-Garrison' command.
Surrender Unit
- Applies To: AI Units
- Affects: Single Unit
The selected unit will leave his group, join the civilian side, shoulder his weapon and surrender by placing his hands behind his head. If a player gets close enough they will see an action to 'Secure' the unit. A secured unit will have his weapon removed and will sit on the ground. As of V.1.1.0 they will also have an option to 'Release' a surrendered unit. A released unit will rejoin their original side and re-equip their weapon (possibly becoming hostile or assisting the players depending on their original side).
Note:
- Units that are surrendered but not secured are limited in what they can do when remote controlled by Zeus (i.e. you can only look around but cannot move the unit).
- Zeus can manually secure or release the unit by dropping the 'Surrender' module on him a second time. This will make a unit controllable again.
Un-Garrison
- Applies To: AI Units
- Affects: Group
All of the units in the group will leave their garrisoned positions and walk to a point outside the building they were garrisoning. Until they complete this action they may not respond to normal waypoints.