Originally Posted by: SkyMix_RMT
I am aware of the script but I can only see drawbacks when using the method you explained.
Please correct me if I'm wrong:
- The team will only attack when it has been attacked, whereas in the method I explained the team will attack as soon as the enemy is in sight (because the team is already aggressive).
- The team will not go back to following the path if the enemy that triggered the script is killed, meaning that if this script is triggered very early in the path, and the enemy that triggered it is killed, the team is now hunting, this can cause pathfinding lag if the closest enemy is far or behind unpassable areas. It may also make the team not go to the way you want it to go (where the path originally was leading to). This also breaks surviving patrolling teams as they will not get back to patrolling and instead hunt.
If there is a benefit in your method that I may have missed please let me know.
Cheers ^-^
First of all im not here to correct anybody...
There are usually more ways to solve a problem, it is just the way i aproach it, nothing more, it is not The way but A way...
I usually use the method i described because i only want teams to not proceed with their path if they are attacked by a player, if i send teams to a base i want them to get to that base as soon as possible, if you set a team to aggressive it scans 1.5 times further than default so a team aborts original objective of following a path sooner, i like to use teams that go to the enemy base and teams that go attack elsewhere, usually multiple smaller teams which can be build quickly and that can possibly be merged into 1 bigger team in combatzone for example, usually i create random teams for this so the map has more variation if you play it multiple times.
And about the pathfinding...
I always try to design maps in a way in which ai performs best so nice open areas to build and clear paths to follow with not too much obstacles in the way, pathfinding falls or stands with good mapdesign and if you dont put too much stuff on your map it doesnt matter if a unit goes hunting or aggressive from one side of the map to the other.
The returning back to path can be scripted if im not mistaking, not too hard, think about it.
I think that in the end it doesnt matter that much if a team goes hunting or follows a path just as long there are subroutines in generic that disable on succes or switch with flags or counters, i bet you have seen infantry in running animation while standing on one spot, that is a facky subroutine running.
One more time to make it clear.
This is just my way of aproaching this matter, not The way...
Cheers