From 08c472b2e27d0ddcc446a223624d0683c7f4cb69 Mon Sep 17 00:00:00 2001 From: tovl Date: Tue, 13 Aug 2019 00:45:26 +0200 Subject: [PATCH] Disallow attack-moving units from chasing their targets. --- OpenRA.Mods.Common/Activities/Move/AttackMoveActivity.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/OpenRA.Mods.Common/Activities/Move/AttackMoveActivity.cs b/OpenRA.Mods.Common/Activities/Move/AttackMoveActivity.cs index 6753597622..c700f9b611 100644 --- a/OpenRA.Mods.Common/Activities/Move/AttackMoveActivity.cs +++ b/OpenRA.Mods.Common/Activities/Move/AttackMoveActivity.cs @@ -56,14 +56,14 @@ namespace OpenRA.Mods.Common.Activities if (!IsCanceling && ChildActivity != null && ChildActivity.NextActivity == null && autoTarget != null) { // ScanForTarget already limits the scanning rate for performance so we don't need to do that here. - var target = autoTarget.ScanForTarget(self, true, true); + var target = autoTarget.ScanForTarget(self, false, true); if (target.Type != TargetType.Invalid) { // We have found a target so cancel the current move activity and queue attack activities. ChildActivity.Cancel(self); var attackBases = autoTarget.ActiveAttackBases; foreach (var ab in attackBases) - QueueChild(ab.GetAttackActivity(self, target, true, false)); + QueueChild(ab.GetAttackActivity(self, target, false, false)); // Make sure to continue moving when the attack activities have finished. QueueChild(getInner());