LuaAISettings
Collection of settings for overriding default ai behavior.
LuaAISettings
If enabled, units that repeatedly fail to succeed at commands will be destroyed.
If enabled, units that have nothing else to do will attempt to return to a spawner.
If enabled, units will try to separate themselves from nearby friendly units.
The pathing resolution modifier, must be between -8 and 8.
The class name of this object.
If enabled, units that repeatedly fail to succeed at commands will be destroyed.
If enabled, units that have nothing else to do will attempt to return to a spawner.
If enabled, units will try to separate themselves from nearby friendly units.
The class name of this object.
The pathing resolution modifier, must be between -8 and 8.
help()
→
string
All methods and properties that this object supports.
allow_destroy_when_commands_fail
:: boolean
[Read/Write]
If enabled, units that repeatedly fail to succeed at commands will be destroyed.
allow_try_return_to_spawner
:: boolean
[Read/Write]
If enabled, units that have nothing else to do will attempt to return to a spawner.
do_separation
:: boolean
[Read/Write]
If enabled, units will try to separate themselves from nearby friendly units.
path_resolution_modifier
:: int8
[Read/Write]
The pathing resolution modifier, must be between -8 and 8.
valid
:: boolean
[Read]
Is this object valid? This Lua object holds a reference to an object within the game engine. It is possible that the game-engine object is removed whilst a mod still holds the corresponding Lua object. If that happens, the object becomes invalid, i.e. this attribute will be false
. Mods are advised to check for object validity if any change to the game state might have occurred between the creation of the Lua object and its access.
object_name
:: string
[Read]
The class name of this object. Available even when valid
is false. For LuaStruct objects it may also be suffixed with a dotted path to a member of the struct.