Richard Griffiths
Richard Griffiths
This all sounds good to me. Just a point to consider for the LowVis stuff - MC doesn't link against other mods to keep it as widely compatible as possible...
If you check out the example here - https://github.com/oblador/react-native-keychain/blob/544107/KeychainExample/App.js#L96 you can see the call with options. You can add the options you need. So, for example in your situation, you'd...
@nschurmann Oh, really sorry about that. Misread the title. The code entrypoint in Java is in the `KeychainModule` class under the `com.oblador.keychain` package. I've never tried to access it directly...
Seems like a way to do it too. Glad it worked out for you 👍
@nschurmann if you think your issue is solve, please close this ticket :).
Better log here [battletech_log.txt](https://github.com/CWolfs/MissionControl/files/8014927/battletech_log.txt)
Added safety checks for the spawner to help detect this issue. I couldn't reproduce it when testing against the same map and contract type.
Note: Pay attention to the behaviour. Often when the AI has this order to be able to attack buildings they go crazy and only attack the buildings. Test and tweak...
Factor in if the contract types use the BT `AutoComplete` script.
Check all contract types to be sure.