Offensive AI block does not remember subgrid weapons added to list when copy-pasted/blueprint loaded

Daze Dream shared this bug 12 hours ago
Submitted

I often have fighter designs inspired by things from franchises that require using subgrids for angled wings with some or all of the fixed guns being on these subgrid wings. The offensive AI is not remembering to keep these guns in the list of weapons when pasted from copy or blueprint. Plis help.

An additional related bug, I tried to circumvent this first bug by using programming block to add weapons to the offensive block automatically, but the methods to do so are only in the hit and run attack pattern, and these methods are missing for the other 3 attack patterns and the attack pattern settings have seperate weapon lists for some reason.

https://github.com/malware-dev/MDK-SE/wiki/Sandbox.ModAPI.Ingame.IMyOffensiveCombatHitAndRun

(had 3 methods listed at the bottom)

https://github.com/malware-dev/MDK-SE/wiki/Sandbox.ModAPI.Ingame.IMyOffensiveCombatStayAtRange

(Missing methods)

I have tested with the in-game programming block and it does say it does not recognise SetSelectedWeapons() for IMyOffensiveCombatStayAtRange, whereas with IMyOffensiveCombatHitAndRun it does.

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