BUGFIX: Fixed a problem in AI_BALANCER. When the SPAWN object uses the InitLimit method to limit the amount of airplanes spawned, the OnAfterSpawned event would always be called, even when Spawn() would return an empty group, because the limit of spawned groups was reached. This resulted in the OnAfterSpawned event handler receiving an empty AIGroup object, with all the consequences you can imagine.
Now, the AI_BALANCER code has been adapted, that, if the SPAWN object returns en empty AIGroup, then the OnAfterSpawned event will **not** be triggered!
New SCORING class release.
New SCORING class ...
-- Client to Client scoring working
-- CSV file working
-- Conditional display of messages
-- Set audience of messages (all or coalition)
-- Set additional scoring per unit, static
-- Set zones with additional scoring
-- Set fraticide levels
-- Set scoring multipliers
-- Set penalty scores when a player changes coalition.
New methods in MESSAGE class
-- ToAllIf() - Only send when a condition is true.
-- ToCoalitionIf() - Only send when a condition is true.
Important! Some ZONE methods have changed name!
-- 2017-02-28: ZONE_BASE:IsVec2InZone() replaces ZONE_BASE:IsPointVec2InZone().
-- 2017-02-28: ZONE_BASE:IsVec3InZone() replaces ZONE_BASE:IsPointVec3InZone().
-- 2017-02-28: ZONE_RADIUS:IsVec2InZone() replaces ZONE_RADIUS:IsPointVec2InZone().
-- 2017-02-28: ZONE_RADIUS:IsVec3InZone() replaces ZONE_RADIUS:IsPointVec3InZone().
-- 2017-02-28: ZONE_POLYGON:IsVec2InZone() replaces ZONE_POLYGON:IsPointVec2InZone().
-- 2017-02-28: ZONE_POLYGON:IsVec3InZone() replaces ZONE_POLYGON:IsPointVec3InZone().
The EVENTDISPATCHER:
-- now also processes SCENERY and STATICS.
-- Fields of EVENTDATA are now properly documented.
-- Fields are conditionallly filled, based on SCENERY, STATICS, UNIT.
-- Additional fields are added to EVENTDATA.
A new SCENERY class has been added.
Updated documentation.
SCO-100 has been updated. More test missions to be created.
-- Fixed in spawn.lua
-- InitRandomizeTemplate is now correctly positioning the spawned units
according the initial position as modeled in the mission editor.
-- When combining InitRandomizeTemplate with InitRandomizeZone, the
spawned units are still positioned at their initial position according
the position modeled in the mission editor.
-- Added test missions SPA-019 and SPA-020.
The problems were in the EVENTDISPATCHER.
-- Reworked the Event Dispatcher code...
-- Added fields IniCategory and TgtCategory that indicate which Object
Category is involved in the Event.
-- Added fields IniPlayerName and TgtPlayerName that indicate which
Player Name is the initiator or Target (only when the Object Category is
a UNIT).
-- In the Event.lua, I poperly documented every field in EVENTDATA and
typed it correctly.
-- Reworked te Scoring code..
-- Incorporated the Event.* added fields into the Scoring Code.
-- Added a SCO-100 test mission
-- A shooting range with STATIC objects, so that a player can TEST the
scoring for STATIC objects in a mission.
Hope this helps.
FC