

If aggressiveCommand.checkEnemy(entity) and valid(aggressiveCommand.enemyTarget) then
#Carrier command 2 mods mod
Have the version Beta 0.15.8r10262 and mod version

If valid(mineCommand.minableAsteroid) then Local dist = distance2(a.translationf, sourceXYZ) local dist = distance2(a.translationf, anslationf) If valid(mineCommand.minableAsteroid) then - because even after the "asteroiddestroyed" event fired it still is part of sector:getEntitiesByType(EntityType.Asteroid) >, 0) or cc.settings) and a.index.number ~= oldAstroNum then if there is one, assign minableAsteroidįunction mineCommand.findMinableAsteroid() check the sector for an asteroid that can be mined. Tested in single player, but should work in multiplayer as well as the old way.Īlso, I am working off a copy that says it is version 0.9 so if there is a newer version, please post a direct link, as neither the other thread nor this one seems to have the actual link to the mod. When it starts it will of course target the one closest to the ship first (Usually, I have seen it target a different nearby one ONCE). Which is fancy talk for it now targets the asteroid nearest to the one it just finished, rather than to the ship. It now implements nearest neighbor solution to the travelling salesman problem, it's much more efficient. I fixed he pathing bug, where it would zig zag around the system wasting lots of time flying back and forth.
