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Fix vehicle with AttackMove.StopWhenTargetAcquired
incorrectly lost megamission in some rare situation
#1759
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I think this should be considered a vanilla bug, and the default behavior can be directly changed. Also needs to be mentioned in the doc.
But what I am not sure about now is: Will only AttackMove.StopWhenTargetAcquired=yes
units have such problems?
Yes, it won't happen if this flag is not set. That is the reason I suspect the locomotor. |
Update: |
Somehow, the vehicle called EnterIdleMode (probably in the functions of vehicle-related locomotors) in a move mission.
Then the megamission will be removed because the RefreshMegaMission function will only continue the megamission if the techno is in a guard mission.