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#9
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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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