I kept on fiddling around wit hthe AI.
I noticed the AI to disengage after 120-150 sec after their first attack task.
I then received a script by Kodiak (I dont want to post it, as long he didnt give permission), where the attack task is set to true/enabled as soon as an enemy ac in near. Even by determining the attack task itself to a plane on ACE the AI disengages after max 150 sec after the first given attack task.
Imho there is a bug (or two) in the AI routines.
The waypoint "free hunt" itself is almost useless, as the Attack.task is given for certain circumstances only. I wasnt able to determine the factors that influence any activation of an attack.task.
"Attack fighter" at least is liable, well for 120-150sec....
At the end we cant expect any changes to that issue in Clodo anymore.
So letz hope they will have decent look into the mess of AI coding, although I fear this issue will be sacrifced by higher priorities...
Maybe setting the attack.task into a 120 sec loop will fix the problem.
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