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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Raffson 2023-06-04 12:39:58 +02:00
parent c559d6e2be
commit 2251018de2
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2 changed files with 0 additions and 18 deletions

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@ -7,7 +7,6 @@
* **[UI]** Added fuel selector in flight's edit window.
* **[Plugins]** Expose Splash Damage's "game_messages" option and set its default to false.
* **[Mission Generation]** Improved AI SEAD capabilities, allowing for mixed loadouts using Decoys, ARMs & ASMs.
* **[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.
* **[Modding]** Support for A-7E Corsair II (presumed latest available version)
* **[Squadrons]** Added many new squadron's by Adecarcer
* **[Plugins]** Updated 'expl_table' in Splash Damage script.

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@ -11,7 +11,6 @@ from dcs.unitgroup import VehicleGroup
from game.dcs.groundunittype import GroundUnitType
from game.missiongenerator.groundforcepainter import GroundForcePainter
from game.theater import FrontLine
from game.transfers import Convoy
from game.unitmap import UnitMap
from game.utils import kph
@ -43,22 +42,6 @@ class ConvoyGenerator:
)
if self.game.settings.convoys_travel_full_distance:
frontline = FrontLine(convoy.origin, convoy.destination)
# Add one waypoint with PointAction.Cone and then order the convoy on road.
# This is done to make the convoy start to move immediately, instead of
# waiting a long time for them to form up and actually start moving.
# Credit to Farrago for suggesting this.
group.add_waypoint(
frontline.segments[0].point_a,
speed=kph(40).kph,
move_formation=PointAction.Cone,
)
if len(frontline.segments) > 1:
group.add_waypoint(
frontline.segments[1].point_a,
speed=kph(40).kph,
move_formation=PointAction.OnRoad,
)
end_point = convoy.route_end
else:
# convoys_travel_full_distance is disabled, so have the convoy only move the