AttackAttackMove: Difference between revisions
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(Created page with "Category:Commands The AttackAttackMove command orders an army to move to a specific area, engaging enemies along the way. ==Arguments== *'''Name''' - The name of the a...") |
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The AttackAttackMove [[command]] orders an army to move to a specific area, engaging enemies along the way. | The AttackAttackMove [[Script_Commands|command]] orders an army to move to a specific area, engaging enemies along the way. | ||
==Arguments== | |||
== Arguments == | |||
*'''Name''' - The name of the army that will be given the order. | *'''Name''' - The name of the army that will be given the order. | ||
*'''Repeat''' - Whether to repeat the order. Use with multiple AttackAttackMove commands to create a patrol path. | *'''Repeat''' - Whether to repeat the order. Use with multiple AttackAttackMove commands to create a patrol path. | ||
*'''Position''' - Where the army is ordered to move to. | *'''Position''' - Where the army is ordered to move to. | ||
==Common Usage== | |||
*Ordering script-spawned attack waves to assault a position | == Common Usage == | ||
==Limitations== | |||
*Cannot command units built "organically" during the scenario, only units spawned via script | *Ordering script-spawned attack waves to assault a position | ||
*Will only order the '''last''' unit spawned with the given name (relevant when using repeating triggers) | |||
==Example== | == Limitations == | ||
*Cannot command units built "organically" during the scenario, only units spawned via script | |||
*Will only order the '''last''' unit spawned with the given name (relevant when using repeating triggers) | |||
== Example == | |||
<Trigger Name="tNorthIncoming_TeleComplete" Type="Timer" Timer="30" Inactive="1" > | <Trigger Name="tNorthIncoming_TeleComplete" Type="Timer" Timer="30" Inactive="1" > | ||
<Objective Name="oIncoming" String="Europa_oIncoming_TeleComplete" SetCheck="true" /> | <Objective Name="oIncoming" String="Europa_oIncoming_TeleComplete" SetCheck="true" /> | ||
Line 28: | Line 36: | ||
<ActivateTrigger Target="tNorthIncoming_Dialog" /> | <ActivateTrigger Target="tNorthIncoming_Dialog" /> | ||
</Trigger> | </Trigger> | ||
This trigger spawns an army and gives it a sequence of commands, ending with an AttackAttackMove that throws it at the player's Nexus once its other orders are complete. | This trigger spawns an army and gives it a sequence of commands, ending with an AttackAttackMove that throws it at the player's Nexus once its other orders are complete. | ||
Simply using an AttackAttackMove command would likely leave regions un-captured, since the army would not wait to complete the capture. | Simply using an AttackAttackMove command would likely leave regions un-captured, since the army would not wait to complete the capture. | ||
[[Category:Commands]] |
Latest revision as of 20:49, 18 January 2017
The AttackAttackMove command orders an army to move to a specific area, engaging enemies along the way.
Arguments
- Name - The name of the army that will be given the order.
- Repeat - Whether to repeat the order. Use with multiple AttackAttackMove commands to create a patrol path.
- Position - Where the army is ordered to move to.
Common Usage
- Ordering script-spawned attack waves to assault a position
Limitations
- Cannot command units built "organically" during the scenario, only units spawned via script
- Will only order the last unit spawned with the given name (relevant when using repeating triggers)
Example
<Trigger Name="tNorthIncoming_TeleComplete" Type="Timer" Timer="30" Inactive="1" > <Objective Name="oIncoming" String="Europa_oIncoming_TeleComplete" SetCheck="true" /> <SpawnUnit Name="uNorthReinforcement_Leader" Player="2" Template="PHC_2_Athena" Position="200,-5900" /> <SpawnUnit Name="uNorthReinforcement_01" Player="2" Template="PHC_2_Athena" Parent="uNorthReinforcement_Leader" Position="240,-5900" /> <SpawnUnit Name="uNorthReinforcement_02" Player="2" Template="PHC_2_Zeus" Parent="uNorthReinforcement_Leader" Position="200,-5940" /> [...] <MoveUnit Name="uNorthReinforcement_Leader" Position="800,-6100" /> <CaptureNearestNext Name="uNorthReinforcement_Leader" /> <MoveUnit Name="uNorthReinforcement_Leader" Position="2600,-6300" /> <CaptureNearestNext Name="uNorthReinforcement_Leader" /> <MoveUnit Name="uNorthReinforcement_Leader" Position="4300,-6200" /> <CaptureNearestNext Name="uNorthReinforcement_Leader" /> <CaptureNearestNext Name="uNorthReinforcement_Leader" /> <CaptureNearestNext Name="uNorthReinforcement_Leader" /> <AttackAttackMove Name="uNorthReinforcement_Leader" Position="6700,0" /> <ActivateTrigger Target="tNorthIncoming_Dialog" /> </Trigger>
This trigger spawns an army and gives it a sequence of commands, ending with an AttackAttackMove that throws it at the player's Nexus once its other orders are complete.
Simply using an AttackAttackMove command would likely leave regions un-captured, since the army would not wait to complete the capture.