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Revert attempt at improving convoy spawning
Unfortunately this quick fix didn't do the trick, we'll probably have to stick with #91
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@ -7,7 +7,6 @@
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* **[UI]** Added fuel selector in flight's edit window.
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* **[Plugins]** Expose Splash Damage's "game_messages" option and set its default to false.
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* **[Mission Generation]** Improved AI SEAD capabilities, allowing for mixed loadouts using Decoys, ARMs & ASMs.
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* **[Mission Generation]** Convoys now try to get moving immediately (with cone formation) to avoid taking a long time to form up to move on road. Credit to Farrago for this approach.
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* **[Modding]** Support for A-7E Corsair II (presumed latest available version)
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* **[Squadrons]** Added many new squadron's by Adecarcer
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* **[Plugins]** Updated 'expl_table' in Splash Damage script.
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@ -11,7 +11,6 @@ from dcs.unitgroup import VehicleGroup
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from game.dcs.groundunittype import GroundUnitType
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from game.missiongenerator.groundforcepainter import GroundForcePainter
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from game.theater import FrontLine
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from game.transfers import Convoy
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from game.unitmap import UnitMap
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from game.utils import kph
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@ -43,22 +42,6 @@ class ConvoyGenerator:
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)
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if self.game.settings.convoys_travel_full_distance:
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frontline = FrontLine(convoy.origin, convoy.destination)
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# Add one waypoint with PointAction.Cone and then order the convoy on road.
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# This is done to make the convoy start to move immediately, instead of
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# waiting a long time for them to form up and actually start moving.
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# Credit to Farrago for suggesting this.
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group.add_waypoint(
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frontline.segments[0].point_a,
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speed=kph(40).kph,
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move_formation=PointAction.Cone,
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)
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if len(frontline.segments) > 1:
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group.add_waypoint(
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frontline.segments[1].point_a,
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speed=kph(40).kph,
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move_formation=PointAction.OnRoad,
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)
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end_point = convoy.route_end
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else:
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# convoys_travel_full_distance is disabled, so have the convoy only move the
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