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Stances
Ingame you can cycle through stances by using the Ctrl + Z hotkey.
There are a couple of simple things being controlled:
- whether the unit retaliates when it takes damage
- whether the unit scans for targets and engages them automatically
- whether the unit is allowed to move
HoldFire turns all of that off, the unit will only accept targets from the player
ReturnFire turns off the scanning, but will engage a unit that fires upon you (provided it does at least 1hp of damage)
Defend enables scanning and retaliation, but prevents the unit from chasing a target
AttackAnything scans, retaliates, and chases things
- Ground units in most cases by default are to set Defend (from 20151031 onwards) or AttackAnything
- Submarines are set to HoldFire
Setting the initial stance of a unit type
The initial stance of an actortype is defined on the AutoTarget trait.
You can differentiate between the initial stance a player-controlled and a bot-controlled unit has.
The player-controlled stance is defined on the InitialStance property while the bot-controlled stance is customizable on the InitialStanceAI property.
The following example will further explain the usage:
e1:
AutoTarget:
InitialStance: ReturnFire
InitialStanceAI: ReturnFireSetting the initial stance of a single unit
In map.yaml you can change the initial stance of single units by adding a StanceInit (just Stance: <value> in yaml).<br >
You do this on the actor definition in the Actors section:
myactor: e1
Location: 17,112
Owner: Multi0
Stance: DefendIn lua you can just set the stance of individual units runtime:
myactor.Stance = HoldFirePlayers 🎲
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