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!
- When joining a slot, you get a mission briefing.
- When task is successful, a message is displayed, and the task is
Success.
- HeadQuarters clears all menus of the involved groups back to Planned.
It is working now, and NOW SWITCHING SLOTS of PLAYERS ALSO WORKS IN
TASKING!!!
Jippie!!!
The next thing is to debug the DETECTION_DISPATCHER...
And make STATEMACHINE_TEMPLATE now as a parameter to create new
STATEMACHINEs, instead of that ugly table construction.
The, I need to modify the New: Methods of each STATEMACHINE_PROCESS to
be initialized with a TEMPLATE... Maybe I can commit already and just
implement this later ...
ProcessStop is called for each process that is destructed... Actually, I
need to implement destructors upon a garbage collection event. Found the
method to do that, but need to implement it ... Next time ...