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Saturday Script Spotlight: Combat Team
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16.12.23 13:03 Community Announcements
What if we programmed bots to autonomously patrol the area around our base, neutralizing enemies while maintaining a safe distance? The creator of today's tutorial also explored this intriguing idea. We're thrilled to share with you the insights and results from their efforts!



Author: tinnvec

Teams consist of one Leader and at least one Soldier. Beyond that you're pretty free to customize the bots to your needs.

LEADER

  • Set P1 to desired distance to stay away from danger
  • Set Visual to PoweredDown to keep Leader from running away immediately
  • Required components: Personal Radar, Behavior Controller (Healing recommended too)
  • Scans for enemies while scouting
  • Enemy buildings and infected bots are broadcast as targets
  • Stays P1 distance away from closest danger entity
  • Retreats to Home if below 50% health or battery, returning when restored
  • Used as retreat point to heal and/or power soldiers as needed
  • P2-P5 are for output only and should not be modified by hand




Behavior Script:
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-<

SOLDIER

  • Set P1 to weapon type with number for weapon range
  • Required components: Weapon, Behavior Controller
  • Attacks any danger in visual range
  • Attacks broadcast target of Leader
  • Tries to keep between weapon range and 7 range from nearest danger
  • Retreats to Leader if below 50% health or battery, returning to battle when restored
  • Follows leader at 3 range
  • P2 is for output only and should not be modified by hand




Behavior Script:

Code DSC3Ga1bVwkq1GSpdF2ZRvGy17IagD30CyrQ4C0xer2G7ODq1Xibo00Te3h84QOUDB3GEsWc2oP34V3qqKPN2KnPPc2i3qRU0NzB-
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-<

Starting the team
  • Set Store register on Soldiers to Leader (Ctrl + Right Click)
  • Clear Leader's Visual register


Notes

  • Due to minimum 7 range from danger, weapons with 8+ range are best
  • Speed is one of the most important attributes of Soldiers, the faster the better to kite enemies
  • Bots can get stuck on occasion, this can be any number of reasons but stopping the behavior on the leader, moving them past the stuck spot, and restarting the behavior should work to get them going again


***

Also, take a look at our previous collections of tutorials. There you will find a detailed guide on using Blueprints and Behavior Scripts, especially if you have never interacted with them before. And feel free to ask any questions in the comments!

https://store.steampowered.com/news/app/1450900/view/3888358641555101802?l=english
https://store.steampowered.com/news/app/1450900/view/3888358641540447700?l=english
https://store.steampowered.com/news/app/1450900/view/3855706911137657433
https://store.steampowered.com/news/app/1450900/view/3855706911119612650
https://store.steampowered.com/news/app/1450900/view/3855706185309757803
https://store.steampowered.com/news/app/1450900/view/3855706185299872234
https://store.steampowered.com/news/app/1450900/view/3808417211633108188
https://store.steampowered.com/news/app/1450900/view/3794905774846967399

https://store.steampowered.com/app/1450900/Desynced_Autonomous_Colony_Simulator/


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Release:15.08.2023 Genre: Strategie Entwickler: Stage Games Inc. Vertrieb: Forklift Interactive Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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