From 04758b3a451b1ee09ddf140e48dc269388627ec9 Mon Sep 17 00:00:00 2001 From: Rich Dunne Date: Sun, 4 Oct 2020 14:49:59 -0600 Subject: [PATCH] Disabled assigning tasks in DriveToWaypoint loop. This fixed vehicles not being dismissed on plugin termination, but not sure if there is still a reason we needed to re-assign the tasks in a loop. --- SceneManager/AITasking.cs | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/SceneManager/AITasking.cs b/SceneManager/AITasking.cs index 97abf7f..487d5a4 100644 --- a/SceneManager/AITasking.cs +++ b/SceneManager/AITasking.cs @@ -125,14 +125,14 @@ namespace SceneManager while (VehicleAndDriverAreValid(collectedVehicle) && !collectedVehicle.Dismissed && !collectedVehicle.SkipWaypoint && waypoints.ElementAtOrDefault(nextWaypoint) != null && collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position) > acceptedDistance) { //Logger.Log($"Dismissed: {collectedVehicle.Dismissed} SkipWaypoint: {collectedVehicle.SkipWaypoint}"); - if (waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.IgnorePathFinding) - { - driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)17040299, acceptedDistance); - } - else - { - driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)263075, acceptedDistance); - } + //if (waypoints[nextWaypoint].DrivingFlag == VehicleDrivingFlags.IgnorePathFinding) + //{ + // driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)17040299, acceptedDistance); + //} + //else + //{ + // driver.Tasks.DriveToPosition(waypoints[nextWaypoint].Position, waypoints[nextWaypoint].Speed, (VehicleDrivingFlags)263075, acceptedDistance); + //} //Logger.Log($"Looping while {collectedVehicle.Vehicle.Model.Name} drives to waypoint {waypoints[nextWaypoint].Number} ({collectedVehicle.Vehicle.DistanceTo2D(waypoints[nextWaypoint].Position)}m away from collector radius {waypoints[nextWaypoint].CollectorRadius})"); //Logger.Log($"Distance of front of vehicle to waypoint: {collectedVehicle.Vehicle.FrontPosition.DistanceTo2D(waypoints[nextWaypoint].Position)}"); GameFiber.Sleep(100);