v0.3
http://www.mediafire.com/?roktfc1c3hyckpiGeneral AA targeting. Micros defenders, hacksaws, chainsaws, screamers.
Targeting checks if turret is ready to fire before assigning. Target hogging by reloading turrets should not occur.
Defenders will shoot land when no air targets in range.
- Remembers last target and continues shooting that if still in range and not dead.
Defenders will count ammo and cycle shots correctly.
Screamers know when they are out of ammo and won't fire or target hog.
Air targeting prioritizes visible aircraft.
Targeting prefers to shoot weakest, but will maximize casualties.
One-hit-kills will be preferred, in order of highest hp that can be one-shotted.
When no visible aircraft, will shoot radar dot aircraft.
- Remembers last target and continues shooting that if still in range and not dead.
Known issues:
Air targets that are in range but cannot be fired upon due to blocking by allies or terrain will cause target hogging and prevent the defender from shooting land.
Hacksaws will sometimes overkill despite overkill prevention.
Hacksaws' 2nd shot not retargeted if 1st shot kills target before 2nd launches. (work in progress)
Chainsaws fire slightly slower if hold fire is on.
Screamers don't take into account AoE. (work in progress)
Defenders actually shoot slightly faster than without widget. (Not sure why. Missile reload time was obtained through experiment but seems to be weird)