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Always initialize IADS coalition lua tables.
These are read unconditionally, but were only initialized when the coalition had nodes. When a coalition had no nodes, this caused a nil access. It's unclear if that had any symptoms, but I expect at the very least it would break the remainder of the script (so a non-functioning blue IADS if the red IADS had no nodes). There's a very small chance this is the culprit behind https://github.com/dcs-liberation/dcs_liberation/issues/3073.
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@ -11,6 +11,7 @@ Saves from 8.x are not compatible with 9.0.0.
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* **[Data]** Fixed the class of the Samuel Chase so it can't be picked for a AAA or SHORAD site.
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* **[Mission Generation]** Restored previous AI behavior for anti-ship missions. A DCS update caused only a single aircraft in a flight to attack. The full flight will now attack like they used to.
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* **[Plugins]** Fixed Lua errors in Skynet plugin that would occur whenever one coalition had no IADS nodes.
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# 8.1.0
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@ -188,6 +188,11 @@ class LuaGenerator:
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# Generate IADS Lua Item
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iads_object = lua_data.add_item("IADS")
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# These should always be created even if they are empty.
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iads_object.get_or_create_item("BLUE")
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iads_object.get_or_create_item("RED")
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# Should probably do the same with all the roles... but the script is already
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# tolerant of those being empty.
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for node in self.game.theater.iads_network.skynet_nodes(self.game):
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coalition = iads_object.get_or_create_item("BLUE" if node.player else "RED")
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iads_type = coalition.get_or_create_item(node.iads_role.value)
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