1,542 Commits over 397 Days - 0.16cph!
Fixed rotation viewing vector zero
Convar'd flee damage percentage
Adjusted zone stale time, danger zone size and max zones 'cache' size
Wrote system to cull least active zone if danger zones overflow cache
Heli now filters its targets based on the danger of the zone they are in
Increased orbit distance
Refactor of napalm time handling in orbitstrafe
Re-enabled debugging stuff
Flee positions are picked better again
Fixed more orbital lock issues
Fixed problem with using napalm in no go zones
Swapped zones to check positions, rather than players
Strafe no go check
Patrol points are now recaclulated up to 5 times in order to find one outside of a zone. Monuments are used as fallback
Fixed another possible distance check which could be locking an orbit state
Removed some extra debugs that should've been hidden
Fixed possible way to stay fixed in orbit state
Merge patrol heli revision
Fixed bug causing strafe to be locked waiting for rotation
Fixed some napalm bugs
Move further on flee
Orbit strafe now supports napalm
Fixed bug that could cause heli to be aggro'd after death
Fixed crazy flee height
Made rocket aimcone a bit less crazy
Swapped a distance check to distance 2d
reduced orbit strafe distance
Fixed? RPC error on being killed with rocket
Check in patrol_helicopter_revision
Removed excess logs
Codegen
Debug = false
Orbit now listens to no go zones
Fixed infinite loop :)
Danger zone score is now weighted weirdly (but it works?)
Check if player is in no go zone before strafing
Fixed bug preventing breaking of orbit
Added should debug boolean
Ensured zone states are only on the server
-First iteration of danger zones added (nogo zones). If heli is damaged quick enough in a specific area it will avoid it
-Added console commands to test all heli states
-Added flee state - cant get aggro when in this state
-Ensured flee state runs if heli is within a newly added no go zone
Orbital strafe chance set to 60%
Make time to fire in orbits slightly longer
Make orbital rocket clip more wighted to having more rockets
Prevent being aggro'd mid strafe - this needs fixed
Removed bunch of debug logs
Remove bunch of debug draws
Reduced turn speed when swapping to orbit strafe
Fixed bug that would pull heli out of move state if there were no targets - moved that code to orbit code only.
Added AtRotation check. Ensures heli has finished rotating before moving into strafe attack
Refactored init strafe and aggro code
Fixed bug causing multiple changes of strafe drop out distance per tick
Refactored starting strafe code
Ensured time since damaged threshold was appropriate for each damage type
Fixed bug in orbitting causing radians to be converted to radians - this was causing inaccurate calculations on points
Ensured fixed orbit works the same as the old orbit
Bunch of debug stuff
Fixed entry into orbit strafe
OrbitStrafe state now attempts to flow nicely from a strafe state when swapping
Attempted to merge orbital strafe to the end of the strafe run. Couple bugs, needs looked at again
Prevent orbit strafe from breaking until rockets are emptied
Slowed down rockets shot during orbit strafe
Ensure that heli instantly explodes when impacting the water the same way as it does on land
Prevented exiting any state if retiring - probably not needed
Prevent patrol helicopter from being able to be aggro'd when leaving the map
This stops it despawning mid fight
Refill rockets when starting orbit strafe
Refactored strafe rocket code
Few checks to only point at interest zone if in orbit and not breaking orbit
Overrode default rotation speed for orbit strafing
Set interestzone origin from strafe passover to ensure a more accurate target
Orbit strafe now attempts to point at interest zone wilst orbitting
Prevent cargo from tilting on harbor approach
Improve error messages if approach node isn't found