What about the "PREFERRED_AGAISNT" thing you can add to weapon sets? I don't remember exactly how it works but I know you can make something like that with it.
WeaponSet Conditions = None Weapon = PRIMARY GattlingBuildingGun Weapon = SECONDARY GattlingBuildingGunAir PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT End
WeaponSet Conditions = PLAYER_UPGRADE ; ----- Weapon = PRIMARY Comanche20mmCannonWeapon PreferredAgainst = PRIMARY INFANTRY AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = SECONDARY ComancheAntiTankMissileWeapon PreferredAgainst = SECONDARY VEHICLE STRUCTURE AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = TERTIARY ComancheRocketPodWeapon AutoChooseSources = TERTIARY FROM_SCRIPT End Yoink Behavior = WeaponSetUpgrade ModuleTag_02 TriggeredBy = Upgrade_ComancheRocketPods End
I think it will use the preferred weapon until it can't and then use any available weapon.So being out of rocket ammo would switch it to the machine gun.
Originally Posted by: KlingonDragon
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