Added the IsInstanceOf check in COORDINATE:ToString method. If Task is
given, (the Task), then it is checked which parent task it was from. If
A2A, the mode will be A2A, if A2G or CARGO, the mode will be A2G. If
Task was not given, then the unit type will decide upon the A2A or A2G
mode.
Upon a DEAD or CRASH event processing in a SET_GROUP, the GROUP object
would be removed regardless of how many UNITs are still in the GROUP
object.
The fix is that upon a DEAD or CRASH event in a SET_GROUP, it will be
checked if there is only one UNIT left in the GROUP, and only then the
GROUP will be removed from the SET_GROUP.
-- when carrier containing cargo goes to spectators, it was not handled
correctly. now it is
-- removed "unassigned" message when task is cancelled from group. It is
useless.
- Smoke position upon arrival at pickup zone
- Solved problem with deploy, deploy function was not called.
- Added Smoke to CARGO
- Moved Smoke to POSITIONABLE
Problem was in BASE. I added a field "ParentClass", which was a
mistake...
at every deepcopy it started to copy ParentClass contents too! My god!
No wonder it suddenly went all slow.
Cargo is only allowed to be boarded or a route can only be done if the
limit of the cargo has not been reached! A few additional methods have
been added like IsDeployed. CARGO_GROUP gets the deployed status if it
is transported.
- Player settings are located at the group level. Only the first player
that joins the group will be able to configure the settings.
- Default system settings are located at the group of the commend
center. Thus, the COMMANDCENTER class will contain the default system
settings menu. You need to join the command center unit (ALT-J) as a
game master to be able to configure these settings.
S_EVENT_PLAYER_LEAVE_UNIT should not be handled when there is no player
in the unit!
but
S_EVENT_MISSION_END should be handled, and also has no initiator!
Destroyed scenery object cannot be inspected with all the methods.
SceneryObject:getTypeName() goes into CTD with the scenery has been
destroyed.
The problem was in the event handler (Event.lua).
This is fixed by checking if the SceneryObject exists before getting the
type name.
If it does not exist, the type name is filled with "SCENERY".