Working with PushMission

ZheBerg

Chieftain
Joined
Feb 24, 2015
Messages
24
Hello,
Im working on trying to add some behaviors to sea unit (other than the subHunt).
I've been adding a lot of code into original RED mod; preference target related and logging sea attack and defenses to be able to assign those 'visibility action'.

Right now, I believe I've successfully provided good movement and target for AI to use but I feel don't understand the PushMission command correctly.
Anyone can help me out ?
Here's basically my code:

Dprint (" - Naval unit moving then attacking !", g_bAIDebug)

unit:popMission()

unit:pushMission(
MissionTypes.MISSION_MOVE_TO,
withingMovingRangeBestTargetdestinationPlot:GetX(),
withingMovingRangeBestTargetdestinationPlot:GetY(),
0,
1,
0,
MissionTypes.MISSION_MOVE_TO,
withingMovingRangeBestTargetdestinationPlot,
unit)

unit:pushMission(
MissionTypes.MISSION_RANGE_ATTACK,
withingMovingRangeBestTargetPlot:GetUnit(0):GetX(),
withingMovingRangeBestTargetPlot:GetUnit(0):GetY(),
0,
1,
0,
MissionTypes.MISSION_RANGE_ATTACK,
withingMovingRangeBestTargetPlot,
unit)


Somehow, I feel that the AI don't use my mission.
I have no clues what are the 3 integers included in the PushMission do; I kept the values of other PushMission I saw in Gedemon code.

I saw that Gedemon also seem to set move pts of unit to zero for the planes in the beginning of the script (REDAI_Global.lua)
I did not do that for the sea units.

Anyone knows what I do wrong ?
 
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