On or Off feature missing from AI Combat Offensive

MurlocJoe shared this bug 35 hours ago
Submitted

Hello.

You have added a lot of On or Off, and even set value options for many blocks relative recently, and that has made the game a lot better, so thank you for that.

There are still a some missing though.


The block I am struggling with at the moment is the AI Offensive block, specifically when it comes to setting a manuall facing priority for the "Keep at range" and "Circile/Orbit" behaviour.

I am attempting to have an Event Controller (EC) toggle the facing mode depending on range to locked target, but I can only add a "toggle" feature to the EC's input slots.

So if I want it to go from Front facing priority to Left & Right facing priority when a target gets within 1,400m, then I have to add all 3 toggles to the trigger. If I want it to change back, then I also have to add all 3 toggles to the trigger for when the distance becomes greater than 1,400m (both input slots of the EC over several tabs)


This normally works, although a problem occures if the target gets within 1,400m before it is locked. If that happens I am still using toggle actions, but the desire behaviour then becomes inverted. As there will be no initial trigger for the target passing 1,400m. Only if it leaves. And then again if it gets within 1,400m. Meaning instead of having Front outside of 1,400 and sides inside of 1,400 I get the oposite.

Being able to select "Facing Priorty Front On" and "Facing Priority Front Off" and so on would prevent this, and so it is the reason for this bug report.

I hope all that made sense. I do love the automatons and to tinker around with them to attempt to make them more effective.

I appreciate the work you folks do. Thank you! :)

-MurlocJoe

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