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The latest CDLC, Reaction Forces, adds the commando mortar, which is a self-contained portable mortar that can be deployed by a single unit. This means that the "assistant" is not required at all. The problem with LAMBS is that the current static deploying logic assumes that there are two bags (the weapon and the "base"). This is not true for the commando mortar ("assembleInfo" >> "base" is an empty string) and this is not accounted for in the code.
Solution you'd like:
lambs_main_fnc_doGroupStaticDeploy gets updated to take into consideration that the second bag can be unnecessary
Alternatives you've considered:
None
Additional context:
This could be made into a larger enhancement for static deploying in general. I don't see any logic that checks if a static should be deployed, currently they seem to do it if it's possible to do, even if it doesn't make any sense. It usually makes sense to deploy a HMG or GMG static, but deploying a static mortar when the enemy is in close proximity (or very few in number) does not make sense.
The text was updated successfully, but these errors were encountered:
I really like Reaction Forces (and the Camel DLC for that matter) and intend to look into it. Just haven't had the time. I have occasionally seen units deploy static weapons inside buildings too. Perhaps there is some simple fix.
Is your enhancement related to a problem?
The latest CDLC, Reaction Forces, adds the commando mortar, which is a self-contained portable mortar that can be deployed by a single unit. This means that the "assistant" is not required at all. The problem with LAMBS is that the current static deploying logic assumes that there are two bags (the weapon and the "base"). This is not true for the commando mortar (
"assembleInfo" >> "base"
is an empty string) and this is not accounted for in the code.Solution you'd like:
lambs_main_fnc_doGroupStaticDeploy
gets updated to take into consideration that the second bag can be unnecessaryAlternatives you've considered:
None
Additional context:
This could be made into a larger enhancement for static deploying in general. I don't see any logic that checks if a static should be deployed, currently they seem to do it if it's possible to do, even if it doesn't make any sense. It usually makes sense to deploy a HMG or GMG static, but deploying a static mortar when the enemy is in close proximity (or very few in number) does not make sense.
The text was updated successfully, but these errors were encountered: