Alan, if you only add the "can_toggle_ai" line to a unit it won't start out ai-controlled but you could still toggle the ai in game. You could add that in the default units and structures files, and only add "ai_controlled" to units/structures that need to be under ai control by default. Now I'm also curious about whether you can set a boolian flag to false in a unit to override the default. On 8/28/13, Carlos Macintosh <sleepio1@xxxxxxxxxxx> wrote: > I was thinking that perhaps you could put in a command, such as ctrl > shift-A, into the map editor, that could toggle the AI status on units. It > could toggle from “this unit starts out AI cotrolled” to “this unit starts > out without AI control”, and this way you wouldn’t have to go into the map > pack by hand and find the line containing the unit you want to keep > unfettered and disable it. Come to think of that, you can’t really disable a > boolean flag if it’s set In the default unit flags file. Maybe you can add > =false to the flag to turn it off? I’ve never really tried. > In other things, we need a step_effects flag for terrains and effects. I’m > making my capture the flag map and I put in a feature called the tripwire > which, if stepped upon, immediately stops the unit on it from moving. I made > it a tile effect and gave it the no_movement flag so there is no way to get > the unit off the tile once it’s stepped on to it, as wel as no way to reuse > it because the tripped unit iss just stuck there. This does present some > problems though. The AI, for one, tries to move past the tripwire and it > says there’s a bug in the AI if a unit steps on it and still has movement > points left, because the effect stops the unit from moving. I also can’t use > the announce flag to say that the unit triggered the tripwire, so unles you > are looking out for them, you’ll never know your unit was hobbled. I also > plan to make a spike terrain that deals damage and also causes bleeding, but > without the step_effects flag I can’t really make the bleding work. > Also, I asked for this a while back, but I’d love an ai_empty_tile_curse > option. Currently, the AI doesn’t know weree to place traps. It would be > nice to just tell the AI to choose a random square in range and place it > there. It’s better than nothing, at any rate. The AI_summon flag does a > similar thing, but since the trap placement only changes the terrain or adds > effects to it, the AI uses it on the same square over and over again. > Sadly, the lac of these flags has slowed me down a bit for some unexplained > reason. I focus on them even when I realize there’s nothing to be done about > them, and it stops me from working as effectively on the other stuff that I > can' actually control. > Also, converting all 60 or whatever units of tomb robber into the new unit > format is going to kill me. Maybe you could keep parser versions below 10 > for simple maps that still use the old syntax and keep parser vversion 10 > optional for the new/more advanced stuff? Besides scripting flags,map > creators who used the older stuff would be conceding their use of the newest > features you would be putting in, but, usually I don’t really overhaul my > maps to take advantage of the latest features, so that’s not really a > problem with me And we’d all use the new syntax for any new stuff we create > so it can take advantage of those features. I say this on behalf of creators > like Allan Thompson, whose warlords pack has over 170 unitss and structures > to convert to the new system. And I haven’t found a global find and replacer > so I’ll be doing tomb robber by hand for sure when I’m warned of the eminent > disappearance of parser version 2, unless some other development comes up.