First Version of AI_A2G_DISPATCHER. There are lots of challenges here to overcome. One of the first one is the defense points.

This commit is contained in:
FlightControl
2018-11-02 16:43:06 +01:00
parent c164c0f9e3
commit 3e3dfc83aa
10 changed files with 4767 additions and 692 deletions

View File

@@ -1356,7 +1356,6 @@ do -- DETECTION_BASE
if FoundUnitCoalition ~= EnemyCoalition and FoundUnitInReportSetGroup == false then
local FriendlyUnit = UNIT:Find( FoundDCSUnit )
local FriendlyUnitName = FriendlyUnit:GetName()
local FriendlyUnitCategory = FriendlyUnit:GetDesc().category
-- Friendlies are sorted per unit category.
DetectedItem.FriendliesNearBy = DetectedItem.FriendliesNearBy or {}
@@ -1385,7 +1384,7 @@ do -- DETECTION_BASE
if PlayerUnit and PlayerUnit:IsInZone(DetectionZone) then
local PlayerUnitCategory = PlayerUnit:GetDesc().category
local PlayerUnitCategory = PlayerUnit:GetUnitCategory()
if ( not self.FriendliesCategory ) or ( self.FriendliesCategory and ( self.FriendliesCategory == PlayerUnitCategory ) ) then
@@ -1472,7 +1471,7 @@ do -- DETECTION_BASE
local DetectedUnit = UNIT:FindByName( ObjectName )
if DetectedUnit and DetectedUnit:IsAlive() then
if self:IsDetectedObjectIdentified( DetectedObject ) == false then
--self:F( { DetectedObject = DetectedObject } )
self:F( { DetectedObject = DetectedObject } )
return DetectedObject
end
end