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Update Chief.lua
Added some improvements to threat calculation
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@ -180,7 +180,7 @@ CHIEF.Strategy = {
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--- CHIEF class version.
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--- CHIEF class version.
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-- @field #string version
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-- @field #string version
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CHIEF.version="0.0.1"
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CHIEF.version="0.0.2"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO list
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-- TODO list
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@ -1558,12 +1558,18 @@ function CHIEF:CheckTargetQueue()
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-- * target threatlevel
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-- * target threatlevel
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-- * how many assets are still in stock
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-- * how many assets are still in stock
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-- * is it inside of our border
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-- * is it inside of our border
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-- * add damping factor
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local NassetsMin=1
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local NassetsMin=1
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local NassetsMax=1
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local NassetsMax=1
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if target.threatlevel0>=8 then
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local threat = target.threatlevel0 / target.N0 -- avg threatlevel
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local NoUnits = target.N0 -- no of units in here
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--if target.threatlevel0>=8 then
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if threat>=8 and NoUnits >=10 then
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NassetsMax=3
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NassetsMax=3
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elseif target.threatlevel0>=5 then
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elseif threat>=5 then
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NassetsMax=2
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NassetsMax=2
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else
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else
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NassetsMax=1
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NassetsMax=1
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@ -1932,8 +1938,8 @@ function CHIEF:_GetMissionPerformanceFromTarget(Target)
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-- EWR
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-- EWR
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--table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.SEAD, 100))
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table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.SEAD, 100))
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table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
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--table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
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elseif attribute==GROUP.Attribute.GROUND_AAA then
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elseif attribute==GROUP.Attribute.GROUND_AAA then
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