Stray: Difference between revisions
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Radius, in [[cells]], that AI-controlled [[team]] [[TaskForces|members]] can stray from their position without causing them to regroup. This stops the AI teams from breaking up too much which would render their collective purpose useless. | Radius, in [[cells]], that AI-controlled [[team]] [[TaskForces|members]] can stray from their position without causing them to regroup. This stops the AI teams from breaking up too much which would render their collective purpose useless. | ||
== Note | == Use Cases == | ||
In practice, this flag seems to apply only in the following cases: | |||
=== Guard === | |||
When a team is set to the [[ScriptActions|{{tt|Guard}}]] mission, if any of the team members stray from the group more than this distance to pursue an enemy (because the enemy either attacked them or entered their weapon range), the remaining units in the team will follow suit. Note that the followers will not automatically engage the enemy unless they themselves are provoked. | |||
=== Distance to Target === | |||
{{tt|Stray}} also determines the minimum distance between a team's origin and its destination for the team to actually move there. If the distance is this or less, then the team will assume it's already in its destination and will not move further. | |||
In other words, if you create or reinforce a team at a [[waypoint]], and in the team's [[script]] you have that team move to another waypoint or target that's within this many cells from the team's origin waypoint, then the team thinks it's already reached its destination and will proceed to the next [[team missions|mission]] in the script. | In other words, if you create or reinforce a team at a [[waypoint]], and in the team's [[script]] you have that team move to another waypoint or target that's within this many cells from the team's origin waypoint, then the team thinks it's already reached its destination and will proceed to the next [[team missions|mission]] in the script. | ||
== See Also == | |||
* [[CloseEnough]] | |||
[[Category:Map Information]] | [[Category:Map Information]] | ||
Latest revision as of 21:06, 1 June 2025
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| Flag: | Stray |
| File(s): | rules(md).ini |
| Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). |
| Applicable to: | General |
Radius, in cells, that AI-controlled team members can stray from their position without causing them to regroup. This stops the AI teams from breaking up too much which would render their collective purpose useless.
Use Cases
In practice, this flag seems to apply only in the following cases:
Guard
When a team is set to the Guard mission, if any of the team members stray from the group more than this distance to pursue an enemy (because the enemy either attacked them or entered their weapon range), the remaining units in the team will follow suit. Note that the followers will not automatically engage the enemy unless they themselves are provoked.
Distance to Target
Stray also determines the minimum distance between a team's origin and its destination for the team to actually move there. If the distance is this or less, then the team will assume it's already in its destination and will not move further.
In other words, if you create or reinforce a team at a waypoint, and in the team's script you have that team move to another waypoint or target that's within this many cells from the team's origin waypoint, then the team thinks it's already reached its destination and will proceed to the next mission in the script.





