Fixed all aircraft spawning in the air after a few missions have been played without restarting DCS Liberation.

This commit is contained in:
Khopa 2020-08-05 00:58:02 +02:00
parent f0350b7045
commit 19ea75b281
2 changed files with 22 additions and 9 deletions

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@ -11,9 +11,11 @@
* **[Units/Factions/Mods]** Added faction "Insurgent modded" with Insurgent units from frenchpack v3.5 mod (Toyota truck)
* **[Units/Factions/Mods]** Added factions Canada 2005, Australia 2005, Japan 2005, USA Aggressors
* **[New Game Wizard]** Added the list of required mods for modded factions.
* **[New Game Wizard]** No more RED vs BLUE opposing faction restrictions.
* **[New Game Wizard]** New campaign generation settings added : No aircraft carrier, no lha, no navy, invert map starting positions.
* **[Mission Generator]** Artillery units will start firing mission after a random delay. It should reduces lag spikes induced by artillery strikes by spreading them out.
* **[Mission Generator]** The briefing will now contain the carrier ATC frequency
* **[Mission Generator]** The briefing contains a small section about the war on the ground.
* **[Mission Generator]** The briefing contains a small situation update.
* **[Mission Generator]** Previously destroyed units are visible in the mission. (And added a performance settings to disable this behaviour)
## Fixed issues :
@ -27,12 +29,13 @@
* **[Mission Generator]** Base defense units were not controllable with Combined Arms
* **[Mission Generator]** Tanker speed was too low
* **[Mission Generator]** Tanker TACAN settings were wrong
* **[Mission Generator]** Fixed all flights starting "In flight" after playing a few missions (parking slot reset issue)
* **[Mission Script/Performance]** Mission lua script will not listen to weapons fired event anymore and register every fired weapons. This should improve performance especially in WW2 scenarios or when rocket artillery is firing.
* **[Campaign Generator]** Carrier name will now not appear for faction who do not have carriers
* **[Campaign Generator]** Fixed SA-10 did not have tracking radar
* **[Campaign Generator]** SA-10 sites will now have a tracking radar.
* **[Units/Factions]** Remove JF-17 from USA 2005 faction
* **[Units/Factions]** Remove AJS-37 from Russia 2010
* **[Units/Factions]** Removed Oliver Hazard Perry from cold war factions (too powerful sam system)
* **[Units/Factions]** Removed Oliver Hazard Perry from cold war factions (too powerful sam system for the era)
* **[Bug]** On the persian gulf full map campaign, the two carriers were sharing the same id, this was causing a lot of bugs
* **[Performance]** Tuned the culling setting so that you cannot run into situation where no friendly or enemy AI flights are generated
* **[Other]** Application doesn't gracefully exit.

View File

@ -6,6 +6,7 @@ from dcs.triggers import TriggerOnce, Event
from game.data.cap_capabilities_db import GUNFIGHTERS
from game.settings import Settings
from game.utils import nm_to_meter
from gen.flights.ai_flight_planner import FlightPlanner
from gen.flights.flight import Flight, FlightType, FlightWaypointType
from .conflictgen import *
@ -121,7 +122,7 @@ class AircraftConflictGenerator:
country=side,
name=name,
aircraft_type=unit_type,
airport=self.m.terrain.airport_by_id(airport.id),
airport=airport,
maintask=None,
start_type=start_type,
group_size=count,
@ -249,6 +250,11 @@ class AircraftConflictGenerator:
def generate_flights(self, cp, country, flight_planner:FlightPlanner):
# Clear pydcs parking slots
if cp.airport is not None:
for ps in cp.airport.parking_slots:
ps.unit_id = None
for flight in flight_planner.flights:
if flight.client_count == 0 and self.game.position_culled(flight.from_cp.position):
@ -348,7 +354,7 @@ class AircraftConflictGenerator:
unit_type=flight.unit_type,
count=flight.count,
client_count=0,
airport=self.m.terrain.airport_by_id(cp.at.id),
airport=cp.airport,
start_type=st)
except Exception:
# Generated when there is no place on Runway or on Parking Slots
@ -378,8 +384,8 @@ class AircraftConflictGenerator:
group.task = CAP.name
self._setup_group(group, CAP, flight)
# group.points[0].tasks.clear()
# group.tasks.clear()
# group.tasks.append(EngageTargets(max_distance=40, targets=[Targets.All.Air]))
group.points[0].tasks.clear()
group.points[0].tasks.append(EngageTargets(max_distance=nm_to_meter(50), targets=[Targets.All.Air]))
# group.tasks.append(EngageTargets(max_distance=nm_to_meter(120), targets=[Targets.All.Air]))
if flight.unit_type not in GUNFIGHTERS:
group.points[0].tasks.append(OptRTBOnOutOfAmmo(OptRTBOnOutOfAmmo.Values.AAM))
@ -390,9 +396,13 @@ class AircraftConflictGenerator:
group.task = CAS.name
self._setup_group(group, CAS, flight)
group.points[0].tasks.clear()
group.points[0].tasks.append(CASTaskAction())
group.points[0].tasks.append(EngageTargets(max_distance=nm_to_meter(10), targets=[Targets.All.GroundUnits.GroundVehicles]))
group.points[0].tasks.append(OptReactOnThreat(OptReactOnThreat.Values.EvadeFire))
group.points[0].tasks.append(OptROE(OptROE.Values.OpenFireWeaponFree))
group.points[0].tasks.append(OptRTBOnOutOfAmmo(OptRTBOnOutOfAmmo.Values.ASM))
group.points[0].tasks.append(OptRTBOnOutOfAmmo(OptRTBOnOutOfAmmo.Values.Rockets))
group.points[0].tasks.append(OptRTBOnOutOfAmmo(OptRTBOnOutOfAmmo.Values.Bombs))
group.points[0].tasks.append(OptRTBOnOutOfAmmo(OptRTBOnOutOfAmmo.Values.GuidedBombs))
elif flight_type in [FlightType.SEAD, FlightType.DEAD]:
group.task = SEAD.name
self._setup_group(group, SEAD, flight)
@ -401,7 +411,7 @@ class AircraftConflictGenerator:
group.points[0].tasks.append(OptReactOnThreat(OptReactOnThreat.Values.EvadeFire))
group.points[0].tasks.append(OptROE(OptROE.Values.OpenFire))
group.points[0].tasks.append(OptRestrictJettison(True))
group.points[0].tasks.append(OptRTBOnOutOfAmmo(OptRTBOnOutOfAmmo.Values.ARM))
group.points[0].tasks.append(OptRTBOnOutOfAmmo(OptRTBOnOutOfAmmo.Values.ASM))
elif flight_type in [FlightType.STRIKE]:
group.task = PinpointStrike.name
self._setup_group(group, GroundAttack, flight)