Total Annihilation Core Contingency v3.1 Bug Fix patch
Dated: June 3, 2002
Version: 1.6 FINAL

This file is a list for all changes made from TA Bugfix version 1.5 to version 1.6.

Unit Scripts BOS files used in TA Bugfix are in a separate TABF_BOS.ZIP file.
The scripts were made with Scriptor RC1 -- good luck making them better.
Most of the scripts have defined variable names to ease understanding their structure, but I have not done any proper documentation for any of them.
The "old" directory under each directory contains previous versions of the current unit scripts found in TA Bugfix. These are included for comparision's sake and so you can see somewhat how I got from Cavedog's original scripts to the current scripting designs.
ALL the scripts should be considered a work-in-progress!
if any scripts have a targetcleared(which) procedure, remove that procedure -- it's buggy!

Unit script variable names have an _# after their name, with the # used to keep track of how many variables each unit uses.

Various Unit Changes:
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Pop-up turrets scripts are reworked and HOPEFULLY fixed -- but I'll probably have to do some more changes before finalizing this beta.
The Arm Annihilator and Core Doomsday Machine SHOULD work correctly now -- and both have considerably sped-up open/close animations. I did this by removing sleep time intervals between dissimilar opening/closing actions, not by increasing the movespeeds of any of the animating parts.

The Arm Retaliator nuke silo's corpse is now 5x5 in size. 
The Arm Seer and its corpse is now a 2x2 unit.

Core Can now has a modified unit script to fix its sliding-while-walking bug immediately after it is built.
Core Krogoth and Core Doomsday have modified unit scripts to handle target fixation problems.
Core Titan now uses different bad targetting categories (same as on the Arm Lancet.)

Antinuke scripts no longer have the EXTRA wait delay before firing its first antinuke, only repeatedly firing will have pauses between shots. This does NOT however remove the wait times that the antinukes have while opening/closing.

Solar unit scripts have been further simplified.

Script changes for most of the c-units in TA...

Ship changes:
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Most ships and a few 2-weapon units now have a MUCH-modified unit script using signal-killing restoreafterdelay tricks to overcome HOPEFULLY almost all target fixation problems.

Arm Fibber Sub Changes:
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The Fibber unit script and weapon should now work correctly...

KNOW BUGS REMAINING:
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The Arm Maverick, both sides' missile frigates, both sides' c-ships, and the advanced c-kbots (and possibly other c-units...) have animation problems that don't match up with what they are actually doing. It'll take a lot of very good unit scripts to fix them... which I am working on now.

VERY ODD!
The CORSY and ARMPLAT don't work right after changes -- they lock up after making just a couple units. (This occured between releases so anyone downloading the partially finished beta would NOT encounter this bug -- this was something that occured only in my testing.)
Ok, I think I know why now -- these 2 factories were missing signal lines in their unit scripts. These were needed (or something that acted in the same manner) to prevent an open factory from closing between each build job. Otherwise, even though a factory may have multiple units queued up, after each build the factory would close because there was nothing in the script to interrupt the closing sequence.

I have since put signals back into those factories and they SEEM to work correctly now.

Because of this screwup, I understand c-unit and factory scripts a little better and I think I can make some changes so that these scripts will no longer require signals to work properly. And if all goes well, I may be able to make aircraft plants very unlikely to have c-units block the pad. set BUGGER_OFF to 1; seems to affect EVERY unit that strays onto the build pad, so by placing it into factory unit scripts so that it is ALWAYS run between each build job then any unit on its buildpad will repeatedly try to move off the pad until it is successful. This will also almost certainly cause any aircraft that refuses to take off after built to do so even if they are stunned on the pad -- because they will be repeatedly re-ordered to do so until they leave.