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Combat Unit
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11.05.24 17:52 Community Announcements
Hey! Kerrigan here, and today I'm excited to show you another way to tweak your combat bot. I've shared a few tutorials before, packed with handy Behaviors scripts, so definitely give those a look to find what works best for you!

Got any questions? Just drop them in the comments. I check them daily!



Author: StS73

Description



A combat script that auto-engages enemies, keeps them at optimum weapon range, withdraws when damaged and more. This is based on a combat leader unit and follower units.


Usage



Enter your weapon range in P1. P3 is your combat group lead and the desired distance in non-combat, P4 is the standard visual your unit will show.

When an enemy is within sighting range, your unit will start to blink:

  • Green: Moving towards target to get it into range
  • Yellow: Engaging at optimum range
  • Pink: Enemy too close, widening distance
  • Blue: Moving towards spotted unit beyond visual range
  • Red cross: >50% Damaged, pulling out of engagement
  • No power symbol: Out of grid, moving towards leader to re-enter power grid


Screenshots



In combat with a hive



Tearing down floor plates of the virus faction



Spotter in action: Bug hole seen by radar and communicated to combat units via Signal slot. Combat unit (blue) is moving towards it.



You can also set up the bot to eliminate bot glitches. Just link P2 to your weapon and it will engage spotted units beyond visual range (create a spotter unit with a radar scanning for enemies, and link the radar result to its Signal slot).

Behavior Script:



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***

https://store.steampowered.com/news/app/1450900/view/4213755760595281956?l=english
https://store.steampowered.com/news/app/1450900/view/4179973693303138120
https://store.steampowered.com/news/app/1450900/view/4014465139629487646
https://store.steampowered.com/news/app/1450900/view/3794905774846967399

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