General
EScripts is a set of new unit scripts, which add some functions and fix some unit behaviour in Earth 2160.
Progress
EScripts V0.7 has been released with ADPV0.43. The changelist / checklist can be found here.
Infantry Updates
- ED soldier crawling has been fixed. With the original, soldiers occasionally get up from a crawl and start 'running', but at crawling speed. They will still travel at slow speed if crawling and standing units are in the same group, but they will speed up again when all are standing.
- Guard function: makes the selected unit(s) follow another unit and attack if anything comes into range. To use, click the new Guard button and then click an enemy unit.
- Priorities function: Weapons in Earth 2160 hav different target priorities, usually defined by their highest multiplier (e.g. chaingun's priority target is infantry). [Use Priorities] is the default, where a unit will target the best high priority unit, then consider other targets. [Priority Targets Only] will ignore lower priority targets and will only shoot at what the weapon is designed to hit. This may be useful for e.g. anti-structure artilleries, to stop them wasting ammo and time on infantry and units. [Ignore Priorities] will attack the best target (usually the nearest, depends on your setting above), and will ignore weapons priorities.
- Destroying ally units is possible if required using 'A' and clicking on the unit - units will now keep shooting until death or being ordered to stop rather than shooting just once.
- Landing LC infantry will search further for a place to land rather than jumping up into the air again and just giving up. This behaviour can be stopped using Hold Position. This feature makes it easier to land a large group of units.
Normal Ground/Air Unit Updates
- Guard function: makes the selected unit(s) follow another unit and attack if anything comes into range. To use, click the new Guard button and then click an enemy unit
- Priorities function: Weapons in Earth 2160 hav different target priorities, usually defined by their highest multiplier (e.g. chaingun's priority target is infantry). [Use Priorities] is the default, where a unit will target the best high priority unit, then consider other targets. [Priority Targets Only] will ignore lower priority targets and will only shoot at what the weapon is designed to hit. This may be useful for e.g. anti-structure artilleries, to stop them wasting ammo and time on infantry and units. [Ignore Priorities] will attack the best target (usually the nearest, depends on your setting above), and will ignore weapons priorities.
- Destroying ally/neutral units is possible if required using 'A' and clicking on the unit - units will now keep shooting until death or being ordered to stop rather than shooting just once.
- Landing air units, e.g. the Crion, will search further for a place to land rather than jumping up into the air again and just giving up. This behaviour can be stopped using Hold Position. This feature makes it easier to land a large group of units.
Jet Plane Updates
- Proper dogfights: works much better than the original scripts, allowing jet planes to properly fly around and take out enemy targets.
- Attack point function: click on a place to patrol and attack enemies appearing in that area.
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