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Ai modules override disabled AI pathing #1251

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merged 4 commits into from
Nov 15, 2019
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@commy2 commy2 commented Nov 15, 2019

When merged this pull request will:

Anthony "Zanven" Poschen and others added 3 commits October 19, 2019 15:43
Issue: when a group is set to defend with a high percentage of "hold" and a trigger activates a sync'd attack module which wants all units on defend to attack a location the behaviour currently is that all units will have the new waypoint and all units with pathing disabled because of "holding" will stand still which presents a inflexible scenario without custom logic elements to enable good timing of releasing "waves" of units as a Zeus.

Proposal: Enable the override parameter to re enable pathing so it can override any blocking previous command given to the unit such as the "defend module's hold". This should make that option act more as expected by overriding previous orders and allow more dynamic options for mission makers.
Co-Authored-By: commy2 <commy-2@gmx.de>
@commy2 commy2 added this to the 3.13 milestone Nov 15, 2019
@commy2 commy2 merged commit c73f3c8 into master Nov 15, 2019
@commy2 commy2 deleted the ai-modules-enable-path branch November 15, 2019 17:21
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