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Tactical AI Data[ | ]

Description[ | ]

Basic AI for all units. Something like, place a bomb then auto retreat. Auto EMP if some special unit comes, with shield or energy. Note that either Campaign AI or Melee AI must be initialized for the player in the Triggers in order for these to work. Also, if you use an Issue Order action on a unit from a trigger, it will be marked as Script Controlled and these will not work.

  • Does not work for Hostile player 15.

Category[ | ]

CTacticalOrder[ | ]

Ability[ | ]

  • The Ability, the unit should use

Ability Command[ | ]

  • Most ablity have sub ability, this is the index of it.
  • For example: the ability scv-build can build more then 1 kind of building.

Marker +[ | ]

(Unknown)

Retreat[ | ]

  • If enabled, unit will auto retreat after the ability is used.

Target Find[ | ]

If the ability needs a target.

  • This field is not required if the ability is non-targetted ability, such as Morph, Effect-Instant, etc.
  • If the ability requires a target, this field is an absolute necessity in which case the ability command will never cast. For example, as High Templar uses it for casting Psi Storm, leaving this field empty will nullify the ability command, even if we can presume that he would cast it anywhere at any moment, hence what we're trying to avoid here.
  • Is Target Find data.

Validator[ | ]

  • Validate conditions, like unborrow only if unit is borrowed

CTacticalSet[ | ]

Array[ | ]

  • list of CTacticalOrder, which will be combined
  • Each array is priotized in order, and cancels out the following ones if it passes. This can be bothersome if one would wish to randomize the production of units that are under the same requirements... since one of them will only pass.
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