Opponent
Lets the computer play a Faction: it keeps its workers gathering, trains more, puts up the buildings in Builds, trains an army, and sends it to attack once it’s big enough, a bigger one each time.
Part of the Strategy module: Real-time strategy: factions, units that walk around obstacles and fight, workers that gather and build, buildings that train units, fog of war, the computer playing a side, the player’s controls and HUD, playing online team against team, and the Strategy template.
Requires: Faction
Properties
Section titled “Properties”Each is listed as its key in the scene file and the MCP tools, then its kind of value, its default and what it does.
workers: a whole number = 6. How many workers it keeps. (Field: a number.)builds: text = “Barracks, Farm”. Buildings it puts up, in order, e.g. “Farm, Barracks”. It adds farms as it runs short of supply. (Names prefabs: their names, separated by commas.) (Field: a name.)army: text = “Soldier, Archer”. Units it trains for its army, taking turns, e.g. “Soldier, Archer”. (Names prefabs: their names, separated by commas.) (Field: a name.)trainEvery: a number = 0. Seconds between the soldiers it starts training: higher is an easier game. 0 trains as fast as it can pay. (Field: a number.)attackWith: a whole number = 6. How big its army has to be before it attacks. (Field: a number.)waveGrowth: a whole number = 2. How many more it waits for each time after that. (Field: a number.)firstAttack: a number = 120. Seconds before its first attack, however big its army. (Field: a number.)
While the game runs
Section titled “While the game runs”Not saved with the scene; scripts read them, and entity_get shows them as live while the game plays.
waves: a whole number. How many attacks it has sent.
Scripts use it as Opponent: its methods, events and values that aren’t saved with the scene.