[x] Prepare functions for each command to be executed from pawn and from AI controller - can be event drive - On order issued
[x] For moving units - rework each "move to by commander" to "Issue move command", which will happen on behavior tree
[x] Fix rally snapping (last index deletion...) - In function Add Rally on 0_Base
[x] Don't show rally for enemy units / buildings
[x] Switch mesh for rally on buildings to decals - display decal on last rally
COMMANDS:
Stop - when constructed building, killed actor, finishing move command
Hold position
Move
attack - beware attack on ground (if hit actor == Landscape - check for enemy in my range - check this on tick when moving - maybe check in decorator in behavior tree)
Gather - when starting to collect minerals
Return gather - when returning minerals
Build - when starting to build house
Halt - stops building
BEHAVIOR TREE:
[x] Merge trees into RTS one and keep branches in order - maybe I can move all other trees in Idle.
[x] Rework attack, because its not using my animations and projectiles, etc.
PROJECTILES:
[x] Reparent projectile to RTS one - maybe problems with collision
CLIENT:
[x] Fix rally HUD display to show rallies also on client - maybe doesn't get right rally array
OPTIONAL:
[x] Disable stop animation when issuing new command - this causes character to stutter when moving to another location
ISSUING COMMANDS:
COMMANDS:
BEHAVIOR TREE:
PROJECTILES:
CLIENT:
OPTIONAL: