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Archives/Bf1942/Levels/Big Omaha Beach/Big_Omaha_Beach.rfa
bf1942/levels/BIG_OMAHA_BEACH/ai/conditions.con
rem *** Create Conditions ***
rem *** Omaha Beach ***
rem ** Common **
aiStrategy.createConstantCondition timeCond Fuzzy EqualSmaller Friendly StartTime 120
aiStrategy.setConditionStrength AdvisoryNegative
aiStrategy.setIsAbortCondition 1
rem ** American **
rem ** land **
aiStrategy.createConstantCondition noCPCond Crisp Equal Friendly ControlPoint 0
aiStrategy.setConditionStrength Required
rem ** westWall & eastWall **
aiStrategy.createConstantCondition minTwoEnemyCentreCond Crisp EqualGreater Enemy Centre 2
aiStrategy.setConditionStrength Required
rem ** wallTake **
aiStrategy.createConstantCondition maxThreeEnemyCentreCond Crisp EqualSmaller Enemy Centre 3
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition oneEnemyStrongPointCond Crisp Equal Enemy StrongPoint 1
aiStrategy.setConditionStrength Required
rem ** city **
aiStrategy.createConstantCondition minTwoFriendlyCPCond Crisp EqualGreater Friendly ControlPoint 2
aiStrategy.setConditionStrength Required
rem ** German **
rem ** beachDefencePrereq **
aiStrategy.createConstantCondition maxTwoEnemyAreasCond Crisp EqualSmaller Enemy NumberOfFriendlyAreas 3
aiStrategy.setConditionStrength Required
rem ** wallRepulsePrereq **
aiStrategy.createConstantCondition maxEightEnemyAreasCond Crisp EqualSmaller Enemy NumberOfFriendlyAreas 8
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition minFourEnemyAreasCond Crisp EqualGreater Enemy NumberOfFriendlyAreas 4
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition noEnemyCloseCond Crisp Equal Enemy Close 0
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition noEnemyBaseCond Crisp Equal Enemy Base 0
aiStrategy.setConditionStrength Required
rem ** retake **
aiStrategy.createConstantCondition maxOneCPCond Crisp EqualSmaller Friendly ControlPoint 1
aiStrategy.setConditionStrength Required
rem *** Omaha Beach ***
rem ** Common **
aiStrategy.createConstantCondition timeCond Fuzzy EqualSmaller Friendly StartTime 120
aiStrategy.setConditionStrength AdvisoryNegative
aiStrategy.setIsAbortCondition 1
rem ** American **
rem ** land **
aiStrategy.createConstantCondition noCPCond Crisp Equal Friendly ControlPoint 0
aiStrategy.setConditionStrength Required
rem ** westWall & eastWall **
aiStrategy.createConstantCondition minTwoEnemyCentreCond Crisp EqualGreater Enemy Centre 2
aiStrategy.setConditionStrength Required
rem ** wallTake **
aiStrategy.createConstantCondition maxThreeEnemyCentreCond Crisp EqualSmaller Enemy Centre 3
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition oneEnemyStrongPointCond Crisp Equal Enemy StrongPoint 1
aiStrategy.setConditionStrength Required
rem ** city **
aiStrategy.createConstantCondition minTwoFriendlyCPCond Crisp EqualGreater Friendly ControlPoint 2
aiStrategy.setConditionStrength Required
rem ** German **
rem ** beachDefencePrereq **
aiStrategy.createConstantCondition maxTwoEnemyAreasCond Crisp EqualSmaller Enemy NumberOfFriendlyAreas 3
aiStrategy.setConditionStrength Required
rem ** wallRepulsePrereq **
aiStrategy.createConstantCondition maxEightEnemyAreasCond Crisp EqualSmaller Enemy NumberOfFriendlyAreas 8
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition minFourEnemyAreasCond Crisp EqualGreater Enemy NumberOfFriendlyAreas 4
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition noEnemyCloseCond Crisp Equal Enemy Close 0
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition noEnemyBaseCond Crisp Equal Enemy Base 0
aiStrategy.setConditionStrength Required
rem ** retake **
aiStrategy.createConstantCondition maxOneCPCond Crisp EqualSmaller Friendly ControlPoint 1
aiStrategy.setConditionStrength Required