Most static objects do not require the line of code, "aiTemplate.addType ITHasWreck". Hmm... I wonder if WinterHilf, when he was creating alot of the missing ai templates, pulled the ai template from the moveable AT guns and reworked them.
In anycase, I also noticed in many of the static ai templates that some of them are missing the line of code, "aiTemplate.addType ITUnit". I do not know if this missing template would cause any issues or not, but I am adding to those tweaks that do not have it.
Thanks for the info - definitely helpful to know. Should mobile vehicle ai templates have the ITUnit line as well? Some have it and some don't.
On a similar subject, do you know what the "cover" setting in objects.ai does, and why some FH2 vehicles (particularly tanks) have these lines disabled or missing entirely? I'm guessing it relates to bots being able to take cover behind vehicles, and/or recognising enemies as being in cover when they're behind a vehicle.
Regarding Djinn's post, alternate SP-only artillery objects won't be in the next (2.26 compatible) version of my minimod, as I want to get it finished ASAP and doing this will require a lot more work and testing (since I'll have to modify the map object files for all the SP maps with artillery in). But it's definitely a priority for the next version after that.
The artillery viewpoint is the only major change in my minimod that isn't purely AI/bot-related, the only other non-AI change I can think of is tweaks to some weapon sound scripts (to fix the looping with the 2pdr and 88 sounds, and give more consistency to gunfire audibility distances for weapons of the same/similar type)
BTW, I noticed 2.26 has "AI" versions of some static guns, such as the Bofors; not sure how these differ from the standard versions, but the Bofors aiming bug definitely seems to have been fixed!