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[Payload] A series of ECS-related fixes for Payload scenario #2303
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@@ -246,13 +242,13 @@ function ClearHazardsNear(centerX, centerY, radius, maxRoids, maxMines) | |||
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-- Destroy any hazards beyond the limits | |||
for _, potentialHazard in ipairs(objects) do | |||
if potentialHazard.typeName == "Asteroid" then | |||
if potentialHazard.components.explode_on_touch ~= nil then |
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Note that this can include missiles.
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Yeah, that's fine since this is just used to clear up mines and asteroids before the mission starts.
@@ -658,7 +654,7 @@ function SpawnWave(faction) | |||
if i == queenIndex and WaveSize > 1 then | |||
enemyTemplate = "Phobos M3" | |||
end | |||
local enemy = CpuShip():setTemplate(enemyTemplate):setFaction("Kraylor"):setPosition(enemyX, enemyY) | |||
local enemy = CpuShip():setTemplate(enemyTemplate):setFaction("Kraylor"):setPosition(enemyX, enemyY):orderIdle() |
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That idle isn't the default should be a bug.
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Noted. I'll see if I can implement a fix on the engine side, but this may also fix another edge case for me so might as well stay.
.typeName
with component checks