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This is a subtask under the #618
## Description:
To mirror the Java implementation, we will continue with an event-driven architecture for state execution, involving the implementation of handle…
ptyin updated
7 months ago
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Current AI implementation is pretty basic, but once it gets more complex, AI code may get messy. So there is a need to implement proper state machine driven AI
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Thanks again for this amazing tool. Question:
Can the LED state be controlled in a way other than by the state of another button input or axis on the STM32?
I'd like to have some state logic (e.…
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This is just my current thought.
As a premise, this module is utilized as a button or onClick hook for buttons. Besides, this module and its providing UIs should support as many chains as possible, t…
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## Context
As of today we have two separate systems:
- The CommandMenu is available globally and has no context on its environment (which page triggered it, what record are selected...)
- The Reco…
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Use some kind of effect or animation when the player ship shield is brought up and taken down, driven by a timer that also resets the SHIP_INVULNERABLE state automatically when the shield goes down.
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Hello,
I am trying to use trick variables to both drive the state data in a SpaceFOMRefFrameSimObject as well as have other trick variables be driven by state data in a SpaceFOMRefFrameSimObject.
…
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What happe to the lastNodeId in the state of the vehicle if it changes to Manuel Mode and is driven by an operational panel away?
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**What's your Game ID?**
170634
https://18xx.games/game/170634
**How to Reproduce the Bug?**
During nationalization my company (I guess the state-driven company) had to discard a train (du…
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A event driven state machine pattern should be possible with new object/inheritance/late binding concept discussed in issue #40