Can someone write a config with all the proper monument names? Every single monument this plugin will recognize, I want it to visit.
Complete monument config list request
just don't 'Disallowed" anything.
If you clear out the "Disallowed ..." parts of the config and load the plugin, it should print a long list of everything it recognizes in the server console (out of all the monuments on the map).
You won't want to allow them all, since that includes small monuments like the electric power stations. Custom maps will sometimes combine many monument markers to visually draw a bridge for example, and you don't want the chinook patrolling around those.
That's actually what I want. Every single monument, big or small. My server is crazyWhiteThunder
If you clear out the "Disallowed ..." parts of the config and load the plugin, it should print a long list of everything it recognizes in the server console (out of all the monuments on the map).
You won't want to allow them all, since that includes small monuments like the electric power stations. Custom maps will sometimes combine many monument markers to visually draw a bridge for example, and you don't want the chinook patrolling around those.
Ok, then simply allowing everything should work.
There's also logic in the plugin (based on vanilla) where the chinook will never patrol to a monument that is within 100m of a monument it already visited. Is that also something you would want to customize?
Maybe OP should know that when it gets to a monument with a drop zone it will drop and leave, it's not necessarily going to visit every monument every time. Any idea what causes chinook to get stuck/hang until eventually it despawns? One of my theories was it has been out to long. I thought this plugin might solve that issue too, but I noticed it the other day.
https://streamable.com/229ius
https://streamable.com/2urtqb
firingLaserzAny idea what causes chinook to get stuck/hang until eventually it despawns? One of my theories was it has been out to long. I thought this plugin might solve that issue too, but I noticed it the other day.
This plugin probably has no effect on that because it only customizes the path finder (which does less than it sounds like). The brain has a lot more logic, and basically just consults the path finder to determine which monument (interest point) to visit next.
The brain has six states:
- Idle
- Patrol - When traversing to the next monument
- Orbit - When orbiting a monument
- Egress - When leaving the map (after running out of crates, or after being around for 30 minutes)
- Drop - When dropping a crate
- Land - When landing on oilrig (the reinforcement chinook only)
Maybe that location was designated as the egress target. It looks like it's possible for the calculated egress point to be on land, if the chinook is moving slowly when calculating it. For instance, if the velocity was 0.2, after multiplying by 8000, it would only be 1600m. If the initial position was on one side of the island, the destination could be another side of the island. After 5 minutes of beginning egress, the chinook will disappear. If you see it disappear within a few minutes of stopping, then likely it's due to egress.
public override void StateEnter(BaseAIBrain brain, BaseEntity entity)
{
CH47HelicopterAIController obj = entity as CH47HelicopterAIController;
obj.EnableFacingOverride(enabled: false);
Transform transform = obj.transform;
Rigidbody rigidBody = obj.rigidBody;
Vector3 vector = Vector3.Cross(Vector3.Cross(rhs: (rigidBody.velocity.magnitude < 0.1f) ? transform.forward : rigidBody.velocity.normalized, lhs: transform.up), Vector3.up);
brain.mainInterestPoint = transform.position + vector * 8000f;
brain.mainInterestPoint.y = 100f;
obj.SetMoveTarget(brain.mainInterestPoint);
base.StateEnter(brain, entity);
}