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Tweaks to core tested internally (#359)
* Improvements to vehicle Brain Improved the way DangerPos is handled in the vehicle brain, stopping even more cases of knowledge the AI shouldn't have-- and fixing an issue where the AI would sometimes suppress the sky! Added troops manning static weapons will now abandon them if they run out of ammo Added - soft-skinned, wheeled vehicles will try to JINK if explosions hit nearby. Improved dismount/rotate logic of IFVs and APCs Improved taskFlank use of vehicles. (on the last cycle, vehicles will move to move position) Improved doFleeing handling of vehicles Improved doVehicleRotate performance in minor ways Fixed issue where AI would have more knowledge than appropriate Fixed rare issue where assessing or flanking units would abandon vehicles Fixed - Groups will now ignore empty static weapons. Fixed Rare issue where doVehicleAssault could target empty spots in the sky Misc. performance improvements. * Improved Engagement Added 'half step' movement to doGroupAssault and doAssaultMemory to force movement Improved tacticsAssault timings, and prevents useless positions to be added Improved tactical assessment when assaulting Improved units about to fire rockets are prevented from dodging Fixed Units set to hold fire, stopped, or ordered to remain stealthy will no longer clear buildings Fixed potential 'shooting into air' occurrences Fixed situations where AI would ignore enemies behind them! Misc performance improvements * Update fnc_doUGL.sqf More flexible sorting of 40mm rounds. Allows for a very common modification that makes smoke grenades less bouncy. (previously LAMBS Danger would not recognize these 40mm as 40mm) * Update fnc_doCheckBody.sqf Improves how the AI will check bodies: Adds the ability for AI to pick up backpacks of friendly units Adds ability for AI to pick up AT/AA weapons from friendly units * Minor Fixes tested internally in LAMBS Fixes units set to reinforce that fail to leave their position (by clearing waypoints) Fixes civilian.fsm which could cause AI to become immobile (running in place) Improves tactics flank timings Improves assault memory pathfinding by reverting to previous system (unit central, not leader) Removes tactics attack pattern for enemies which are near and below-- needs a more intelligent solution * Update fnc_doAssault.sqf Allow more dependable movement outside * Fix wrong units dismounting and use distanceSqr in some assault functions Fix vehicles dismounting wrong seats Use DistanceSqr for a few more assault functions * Update lambs_dangerCivilian.fsm Removed unused if-logic
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@@ -53,6 +53,7 @@ private _pos = call { | |
}; | ||
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// select target location | ||
_doMove = true; | ||
_getHide | ||
}; | ||
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