Collection of settings for overriding default ai behavior.
allow_destroy_when_commands_fail | :: RW boolean | If enabled, units that repeatedly fail to succeed at commands will be destroyed. |
If enabled, units that repeatedly fail to succeed at commands will be destroyed. | ||
allow_try_return_to_spawner | :: RW boolean | If enabled, units that have nothing else to do will attempt to return to a spawner. |
If enabled, units that have nothing else to do will attempt to return to a spawner. | ||
do_separation | :: RW boolean | If enabled, units will try to separate themselves from nearby friendly units. |
If enabled, units will try to separate themselves from nearby friendly units. | ||
path_resolution_modifier | :: RW int8 | Defines how coarse the pathfinder's grid is, where smaller values mean a coarser grid. [...] |
Defines how coarse the pathfinder's grid is, where smaller values mean a coarser grid. [...] | ||
valid | :: R boolean | Is this object valid? [...] |
Is this object valid? [...] | ||
object_name | :: R string | The class name of this object. [...] |
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.
Defines how coarse the pathfinder's grid is, where smaller values mean a coarser grid. Defaults to 0
, which equals a resolution of 1x1
tiles, centered on tile centers. Values range from -8
to 8
inclusive, where each integer increment doubles/halves the resolution. So, a resolution of -8
equals a grid of 256x256
tiles, and a resolution of 8
equals 1/256
of a tile.
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.
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.