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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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Commits on Oct 19, 2019

  1. Attack Module Override enables AI pathing

    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.
    Anthony "Zanven" Poschen committed Oct 19, 2019
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  2. Update addons/ai/fnc_taskAttack.sqf

    Co-Authored-By: commy2 <commy-2@gmx.de>
    Anthony "Zanven" Poschen and commy2 committed Oct 19, 2019
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Commits on Nov 15, 2019

  1. Merge branch 'patch-1' of https://github.com/zanven42/CBA_A3 into ai-…

    …modules-enable-path
    commy2 committed Nov 15, 2019
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  2. cover the other ai modules

    commy2 committed Nov 15, 2019
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