branchrust_reboot/main/bradley_scientistscancel
101 Commits over 60 Days - 0.07cph!
Make the UI designer screen larger to fit the extra states on.
Update bradley scientist AI design with recall states/events.
Update state for recalling scientists
Add destroy self behaviour state.
Recall coroutine rework.
WIP logic for loading scientists back in.
New related states, AI design updates.
More recall logic/testing.
Snappier scientist weapon equip on spawn
Reset scientist spawn count to max when Bradley heals after inaction.
Fix for spawning a single scientist when all of them have been previously killed.
Added deployed timer.
Don't count alive scientists until they've all finished spawning.
Persist number of alive scientists between deployments.
Initial logic for recalling scientists and starting to move again.
Better deploy logic, check for valid positions, don't stop and deploy if there's no valid positions.
Scientist count bump.
Additional AI data.
Spawn intervals and convar.
Don't do bradley health check in the editor, for easier testing (added a warning for it).
Codegen after merge conflict
Increase max deploy distance convar
Convars to control min health range and attack distances for deployment.
Add deploy checks logic.
Realm-remove AI data from client
Handle scientists despawn
Add spawn points to Bradley prefab.
Allow a frame for the navmesh obstacle to kick in.
Use spawn points and cycle around them if more scientists than spawn points.
Init scientists with entity memory of target.
Scientists take cover from target when spawning.
Increase scientist spawn radius
Initial scientist AI design file
Add a NavMeshObstacle for the Bradley that gets toggled with deployed status.
Added an AIInformationZone to Bradley. Added move/cover AI data points.
Toggle the AIInformationZone on/off with deployed status.
Assign the AIZ as a virtual AIZ to Scientists when spawning them.
Bradley doesn't take damage from scientists.
Bradley doesn't target Scientists
Spawn scientists pre-aware of attacker
Tweak road scientist navmesh Y offset.
Bradley spawners set spawn type flags.
Bradley prefab update.
Spawn the correct scientist type depending on the bradley type (monument or road).
Added new scientist prefabs & AI design placeholders.
Flag a bradley as road spawned or not
Initial basic scientist spawning behaviour
Bradley main cannon shell doesn't hit scientists
Bradley guns don't hit Scientists
Hardcode a stopped/deployed state for quick testing.
Simplify BradleyAPC.SetTarget calls