From aa52f9c6fd827bdcb12e44062e033fb98be3fe9e Mon Sep 17 00:00:00 2001 From: spencershepard Date: Sun, 8 May 2022 09:14:19 -0700 Subject: [PATCH] Updated Advanced Usage: Useful AI Functions (markdown) --- Advanced-Usage:-Useful-AI-Functions.md | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/Advanced-Usage:-Useful-AI-Functions.md b/Advanced-Usage:-Useful-AI-Functions.md index 4a111f9..79408af 100644 --- a/Advanced-Usage:-Useful-AI-Functions.md +++ b/Advanced-Usage:-Useful-AI-Functions.md @@ -3,6 +3,16 @@ ## External AI Tasks The Conflict game type sets AI tasks automatically for units inside of the staging area or Conflict Zones. You can use these snippets for groups outside of these zones or for your missions that are not running a Conflict game. Again, **you probably don't need these**. +## Group Name Task Assignment +Now you can automatically task ground units by including keywords in the group name. +- 'PATROL': Seek out objects in a small radius. If no objects or not enough objects, then random points within the radius. Infantry or vehicles. +- 'SHIFT': Periodically shift positions within a radius. Seek out roads in urban environments or random points in open environments. Vehicles. +- 'GUARD': Periodically seek out objects within a radius. Designed to simulate idle infantry movement. +- 'AGGRESSIVE': Seek out enemies in a radius. +- 'ACTIVEZONE': Move to the active conflict zone. + +These can be used with the 'STATIC' keyword if you do not wish for them to be influenced by other zone-based automatic task assignments. + ### Set infantry or ground vehicles to patrol an area Copy and paste this into a Run Script command (advanced waypoint actions) for a group to wander an area