diff --git a/gen/armor.py b/gen/armor.py index 34a02f54..42a88806 100644 --- a/gen/armor.py +++ b/gen/armor.py @@ -298,7 +298,7 @@ class GroundConflictGenerator: attack_point = to_cp.position.random_point_within(500, 0) else: attack_point = self.find_offensive_point(dcs_group, forward_heading, AGGRESIVE_MOVE_DISTANCE) - dcs_group.add_waypoint(attack_point, PointAction.OnRoad) + dcs_group.add_waypoint(attack_point, PointAction.OffRoad) elif stance == CombatStance.BREAKTHROUGH: # In breakthrough mode, the units will move forward # If the enemy base is close enough, the units will attack the base @@ -307,7 +307,7 @@ class GroundConflictGenerator: attack_point = to_cp.position.random_point_within(500, 0) else: attack_point = self.find_offensive_point(dcs_group, forward_heading, BREAKTHROUGH_OFFENSIVE_DISTANCE) - dcs_group.add_waypoint(attack_point, PointAction.OnRoad) + dcs_group.add_waypoint(attack_point, PointAction.OffRoad) elif stance == CombatStance.ELIMINATION: # In elimination mode, the units focus on destroying as much enemy groups as possible targets = self.find_n_nearest_enemy_groups(dcs_group, enemy_groups, 3) @@ -332,7 +332,7 @@ class GroundConflictGenerator: attack_point = to_cp.position.random_point_within(500, 0) else: attack_point = self.find_offensive_point(dcs_group, forward_heading, AGGRESIVE_MOVE_DISTANCE) - dcs_group.add_waypoint(attack_point, PointAction.OnRoad) + dcs_group.add_waypoint(attack_point, PointAction.OffRoad) if stance != CombatStance.RETREAT: self.add_morale_trigger(dcs_group, forward_heading) @@ -345,7 +345,7 @@ class GroundConflictGenerator: else: retreat_point = self.find_retreat_point(dcs_group, forward_heading) reposition_point = retreat_point.point_from_heading(forward_heading, 10) # Another point to make the unit face the enemy - dcs_group.add_waypoint(retreat_point, PointAction.OnRoad) + dcs_group.add_waypoint(retreat_point, PointAction.OffRoad) dcs_group.add_waypoint(reposition_point, PointAction.OffRoad) def add_morale_trigger(self, dcs_group, forward_heading):