Add an Action Bar To Offensive Ai
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I believe the Offensive AI should have an action bar similar to its Defensive counterpart. IE, Trigger action 1 when engaging a target, trigger action 2 when disengaging. As of now, you have to use an event controller with a "distance to locked target" condition which is very clunky/not working(?). I have submitted a bug report about this as well, but I'd also like to offer another solution.
A use case for this is a drone that has weapons that pop out of the hull when firing, or a torpedo drone that has no direct-fire weapons but needs to trigger timer blocks to launch its munitions.
Thanks!
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