-
Notifications
You must be signed in to change notification settings - Fork 3
Team: Turn Order
Michael Starkweather edited this page Jun 15, 2019
·
1 revision
If a TeamAIOverrideDef
provides the field TurnOrderFactorWeights
, then that team will have its unit selection/turn order algorithm overridden with a normalized points-based system similar to the influence map. Each specified factor will be calculated and added up for each unit that can go in the current phase, and the unit with the highest total will be selected to go. Keep in mind that the weight is the maximum value for that factor, because the factor value is normalized between 0 (minimum returned value) and 1 (maximum returned value) and then multiplied by the weight.
Negative weights can be used as well, for example, if you wanted the slowest unit to go first, use a negative weight for WalkSpeed
.
- DistanceAlongPatrolRoute
- DistanceToClosestEnemy
- DistanceToClosestVulnerableEnemy
- IsUnstable
- IsVulnerable
- WalkSpeed