-- 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
AI_BALANCER respawns back the AI. Bug was in the FSM. In a transition,
when states are the same, the events SHOULD execute.
Added spawn delay interval option API SetSpawnInterval().
Bug that prevented AI_BALANCER to start if multiple AI_BALANCERs is also
fixed.
Fixed bug in scheduler dispatcher. Multiple schedules for the same
scheduler work now too!
we had noticed that some weapons, like GBU-38 were destroyed by the
missile trainer. This insert would restrict the unspecific destruction
of weapons to the Tunguskas missile only and leave other weapons, like
GBU38 intact