Commit Graph

3148 Commits (master)

Author SHA1 Message Date
Mark 7067192c63 ConstructionSite: Interface for custom implementation 2017-08-24 21:08:27 +02:00
Mark 929b31c4a3 ConstructionSite: Cleaned script
I know that moving around functions is hell when merging, but I did it
anyway because the construction site is not being changed that often
anymore.
2017-08-24 20:58:29 +02:00
Mark 0a20608f60 ConstructionSite: Remove unused function
It did not really disallow taking stuff out, so I removed it.
2017-08-24 20:45:55 +02:00
Mark c25c63179f Gold idol: New graphics and script 2017-08-24 20:27:45 +02:00
Maikel de Vries fd42ddd823 add script option to block cutting of pipes
This allows scripters to place liquid containers with fixed pipes, so that players do not break scenarios.
2017-08-20 12:58:31 +02:00
Maikel de Vries cb1482d5a4 fix spamming balloons (#1709) 2017-08-19 16:11:04 +02:00
Maikel de Vries 2fa7aabcac prevent buildings from partially burning down (#1880) 2017-08-18 17:59:25 +02:00
Fulgen301 f80e9dbd1a Display carry heavy objects on the clonk's back while swimming (#1764) 2017-08-14 14:49:45 +02:00
Mark eb1657c3e3 Wearable: Attachment flags
Wearable items can have attachment flags, such as matching the target
skeleton
2017-08-13 23:41:04 +02:00
Maikel de Vries bbdd38830e show keys to cycle between interaction objects 2017-08-12 22:14:54 +02:00
Mark 5eaa5703a0 Golden statue: Getters for editor actions 2017-08-12 10:58:08 +02:00
Mark 22e05d7a8f Gold statue: Decorative items
Can place items in the gold statue hands. In the future, it might be
actual items that get displayed correctly in the hands by themselves
(maybe I have to tinker with the model here, unless we want to have
custom transformation callbacks for every item).
2017-08-11 21:29:52 +02:00
Mark daae41e61d Golden statue: Editor properties for pose 2017-08-11 15:34:36 +02:00
Mark 09eec4b53c MoltenMonarch: Moved materials to weapons
Weapon materials are now defined in the basic objects, so that other
scenarios can use the alternate skins, too.
2017-08-11 14:22:45 +02:00
Mark be9f477a16 Gold statue: New graphics
Added a new mesh with 6 different poses for the gold statue.
2017-08-10 22:27:32 +02:00
Mark e73c206bdd Constructor: Modular construction menu
Makes it easier to overload the individual parts
2017-07-28 23:01:19 +02:00
Mark f8e30e3a00 Animations: Parameter for rolling
Certain packs/objects may want to restrict your ability to roll. The
parameter that distinguishes between rolling from a fall and rolling
while running is helpful here.
2017-07-28 22:08:19 +02:00
Mark 349529fa02 ConstructionSite: Cleaned script
Made the script a little more readable in some places
2017-07-27 22:04:49 +02:00
Mark 3fcee70f60 Fix breathing sound 2017-07-27 21:51:07 +02:00
Mark 7f30f4d971 Fix #1930
Contained clonks can interact with their container now. Changed the
order of issued calls around a little, but it should not create unwanted
effects.
2017-07-23 20:37:53 +02:00
Maikel de Vries 81330d5b34 make lightning move to nearby lightning attractors 2017-07-23 10:47:16 +02:00
Fulgen301 69538d4962 Add rain drop effect and modify the stalactite in order to use this effect
Squashed three commits, see https://github.com/openclonk/openclonk/pull/47
2017-07-23 09:55:30 +02:00
Mark 62ff92aa97 Structure: Allow basement override
Structures created basements with ID Basement, now the basement type can
be defined with the callback GetBasementID (default value is Basement)
2017-07-22 23:47:16 +02:00
Mark ee4ac9e825 Structure: Callback for too much damage
Added callback OnNoHitPointsRemaining() that is called if whenever the
structure is about to be removed because it took too much damage. Should
the callback return true, then the damage counts as handled and the
structure will not be removed.
2017-07-22 23:47:15 +02:00
Mark 2da7768a8e Remove if-block in Eat()
The check should be made in the object that call Eat()
2017-07-13 21:49:07 +02:00
Mark e20d5e87ae Library: Edible items
All the functionality for food is bundled in one library now
2017-07-13 21:48:36 +02:00
Maikel de Vries 12e8ee6636 fix lightning striking certain objects and loosing strength 2017-07-12 22:37:03 +02:00
Maikel de Vries 57c0aacbfa reduce lightning strength if an object is struck
This prevents lightning to be an infinite path of destruction.
2017-07-10 19:14:07 +02:00
Maikel de Vries 03b6024aca explode meteor when struck by projectile or lightning 2017-07-09 18:35:15 +02:00
Maikel de Vries cc92a58388 pass lightning object to OnLightningStrike for kill tracing 2017-07-09 18:35:15 +02:00
Maikel de Vries 906ccb6733 fix not playing thunder sound in lightning strikes when requested 2017-07-09 18:35:15 +02:00
David Dormagen c3fbdd538a coral: added comment
The intention of the underscore was not clear at a first glance. To avoid people thinking it's a bug and accidentally renaming it, it's commented now.
2017-07-09 17:56:12 +02:00
Clonkonaut c2f1d47f63 Added OnClonkEnteredRelaunch when the clonk enters the relaunch container (in accordance to OnClonkLeftRelaunch), request by the Knüppeln team.
I also use this commit to shamefully hide the bugfix of the bug I previously committed.
2017-07-07 00:52:23 +02:00
Clonkonaut 1144837e7e Make a positive return of the OnPlayerRelaunch game call suppress regular relaunch behavior.
I suspect this was intended all along (compare to line #223) but not implemented by mistake.
2017-07-07 00:27:08 +02:00
Maikel de Vries d458b0a25a fix script error in relaunch rule when buying new clonk fails 2017-07-06 10:12:30 +02:00
Maikel de Vries f56e10c082 fix pump liquid selection menu entry for german language 2017-07-04 22:44:23 +02:00
Maikel de Vries b2a966150c pump: fix connecting already defined drain and source pipes 2017-07-04 15:19:31 +02:00
Maikel de Vries c20698060c airplane: allow changing direction while pushing, better landing, clean-up 2017-07-04 14:49:22 +02:00
Maikel de Vries 1775684038 locomotive: make liquid tank for easier use 2017-07-04 08:38:49 +02:00
Maikel de Vries 7d98d29b33 moved locomotive to main object folder
Now it can be used by other scenarios as well.
2017-07-03 16:05:58 +02:00
Mark b7297c1358 Eat: Use existing function call instead of hardcoded comparison
Should the criteria for walking change then eating will still work
2017-06-28 19:36:39 +02:00
David Dormagen 42b6e1f69c extra-slot display now shows object instead of definition (#1924)
Showing the definition means that objects can not modify their display in the extra-slot. E.g. the arrows would always show their "full" state. Now the arrow count is correctly displayed in the extra-slot.
2017-06-28 19:22:05 +02:00
Maikel de Vries 3a2c68dcc9 interaction menu: add callback target for menu entries
This allows to forward menus of one object to its parent properly. A specific usecase is cannons, which are soon to come (hopefully).
2017-06-26 17:28:40 +02:00
Maikel de Vries 0cd307a5f0 interaction menu: remove contents refresh effect if menu ordering has changed
This can happen if an objects updates the menus without any callback function [UpdateInteractionMenus(callbacks)].
2017-06-26 17:26:06 +02:00
Maikel de Vries a53bc7eb61 fix script error when fire arrow's incineration destroys an object 2017-06-26 17:20:22 +02:00
Maikel de Vries f98f12c863 defense boom attack: can be hit by more weapons 2017-06-26 17:19:13 +02:00
Maikel de Vries ce0bb331f7 add function to set target to defense boom attack 2017-06-24 17:58:17 +02:00
Maikel de Vries 5d5cb709bc add functio to make cargo balloon floating 2017-06-24 17:58:17 +02:00
Mark 04b85e0719 More modular AI
The AI was split up into a basic controller object that contains just the AI control effect and basic logic. The other components should work individually, and the final implementation of the AI can import these components individually.

Fixed AI catapults, so that they now fire even if the clonk has no items in the inventory.

Merged from gitMarky/openclonk, branch ai_backport.
2017-06-24 12:00:22 +02:00
Mark fc4a1660da Debugging: Streamlined functions
Another possible option was a parameter for the log level, but I decided against it, because differently named functions feel better than a string constant as a parameter.. Removed some annoying log outputs that I added before.

 Any suggestions for the function names are welcome, because I am not quite happy with the names yet. The distinction between normal output and warning is maybe not even necessary.
2017-06-23 23:19:42 +02:00
Mark dddf5e223a Fix catapult not shooting
The problem was in AI_TargetFinding, line 18: The clonk that has a vehicle, but not any contents, will never find any attack targets. The vehicle is saved as fx.weapon, so if the clonk has a weapon it asks that weapon first whether it is suitable, and only if not it consults the inventory.
2017-06-23 22:32:17 +02:00
Mark fe9ef89cf4 Debugging: More log output
Will streamline the two different functions later on. The difference is, that one function issues a warning, while the other merely provides information. Logging calls in components have to be called failsafe, because the cannot rely on the actual AI implementation including AI_Debugging.

This helps me understand why the catapult in AI test #7 does not fire. The solution is very interesting: The AI executes the idle strategy as long as it has no contents. After giving contents to the AI it executes the catapult strategy.
2017-06-23 22:20:09 +02:00
Mark d9f7147dd3 Debugging: Use individual setting instead of definition setting
This helps when debugging a certain AI-controlled Clonk's behavior
2017-06-23 22:01:15 +02:00
Mark 6cb154fabd UseControl: Prevent possible call on null object
This usually happens in the following case from ClonkControl.ocd/Script.c:

// Release commands are always forwarded even if contents is 0, in case we
// need to cancel use of an object that left inventory
if (contents || (status == CONS_Up && GetUsedObject()))
{
	if (ControlUse2Script(ctrl, x, y, strength, repeat, status, contents))
		return true;
}

It could also be necessary that, instead of contents, either "this", or GetUsedObject() should be passed. Not sure which one was intended.
2017-06-21 00:06:12 +02:00
Maikel de Vries 6b2cbf2ab2 add Place function to chippie 2017-06-20 18:25:27 +02:00
Maikel de Vries bfe9449256 lava core: only have solid mask when frozen
This causes less lag.
2017-06-11 14:50:35 +02:00
Mark 16c2fd80d5 Animations: Rolling when hitting the landscape as a separate function
The logic for rolling can now be overloaded. Runtime overload is not intended yet.
2017-06-09 21:43:35 +02:00
Mark a4ad791969 Add help message to editor
Still no idea why it was added to the list twice.
2017-06-08 22:28:18 +02:00
Mark d252e839b5 Remove references to AI
the basic AI should not be referenced in its components, so that they are independent of each other
2017-06-08 21:58:37 +02:00
Mark df0a43a46b Stricter calls
This is completely optional, as the calls do now cause an error and not just log a warning
2017-06-08 21:44:32 +02:00
Mark c64670c7d5 Replace .control references
Same argument as renaming the control effect. Is optional, though
2017-06-08 21:35:04 +02:00
Mark 6440b16387 Minor script formatting 2017-06-08 21:25:11 +02:00
Mark a87eed5de1 Replace FxAI-references
The hardcoded references make renaming the effect later a huge problem.
2017-06-08 21:15:31 +02:00
Mark f204b959e7 Port from AI library project
It seems that the vehicle AI is broken.
2017-06-08 20:54:54 +02:00
Mark 8b149a5433 Preparation: Move files to a different folder 2017-06-08 20:32:36 +02:00
Maikel de Vries 2b88e77254 adapt System.ocg headers to style guidelines and small clean ups 2017-06-02 17:15:08 +02:00
Mark b19e083495 Fixed a typo 2017-05-31 21:59:04 +02:00
Nicolas Hake 9d6d873156 Merge GH-43 from Fulgen301/OCMilestoneProject
Torch: Add new mesh
  Torch: Emits light when held, remove DoKneel() animation
2017-05-31 18:13:39 +02:00
Sven Eberhardt 04ec41b54c Hide Wearable and RangedWeapon libraries in object creator 2017-05-27 16:34:33 +09:00
Sven Eberhardt 9c2fa297ca Move LavaChunk from volcano to items/resources
This simplifies editor placement
2017-05-27 16:33:22 +09:00
Sven Eberhardt a2d6b65668 Add Title.txt for group folders in Objects.ocd and Decoration.ocd 2017-05-27 16:31:46 +09:00
Sven Eberhardt cb86124d78 Ladder: Add editor handles to drag length 2017-05-22 12:15:45 -04:00
Maikel de Vries 0ed4d484fc prevent kill logs rule from creating the relaunch rule 2017-05-15 12:17:17 +02:00
Maikel de Vries 9e9e664581 only show entering interaction if actually standing at the entrance of an object 2017-05-13 15:04:02 +02:00
Maikel de Vries 496c73a50f add a method to calculate the area to the shape library 2017-05-13 14:59:14 +02:00
Maikel de Vries fd734330d6 first try to enter pushed vehicle when entering objects
There was no possibility to enter vehicles into yet, so this would be my first attempt to solve this, we can evaluate this and improve if needed.
2017-05-12 14:38:36 +02:00
Sven Eberhardt 7d535ac6db Fix US name of Goal_RubyHunt 2017-05-07 15:29:42 -04:00
Sven Eberhardt fec7a7c084 Fix localized description display in script goal 2017-05-07 15:28:37 -04:00
Sven Eberhardt 94669cebe4 Merge branch 'master' of ssh://git.openclonk.org/openclonk
Conflicts:
	src/editor/C4ConsoleQtPropListViewer.cpp
2017-05-07 15:16:01 -04:00
Sven Eberhardt bc4425462c Add localization support for string evaluators, gravestone and signpost inscriptions and custom game goal texts 2017-05-07 15:03:11 -04:00
Fulgen301 2c15422c2e Torch: Add new mesh 2017-05-05 17:53:36 +02:00
Clonkonaut d750a57410 Hatch: combine with basements even if the construction preview hasn't been properly combined.
The hatch will automatically attach itself onto basements it finds around its center after it has been built. This makes it easier to use since people probably tend to forget combining the construction preview. Especially since basements are very slim. The hatch will reposition itself in order to attach. This means it is not right where the player placed it. The alternative would be to move the basement and I guess that even more unwanted.
2017-05-03 09:42:25 +02:00
Clonkonaut 861b0bc08e Added a simple static ladder to be used by scenario designers.
This thing is a lot faster than the rope ladder.
2017-05-02 22:57:01 +02:00
Clonkonaut ad6a986d10 Scripted the Hatch that Ringwaul made ages ago. Can be built on top of basements (or without) to make a vertical opening. 2017-05-02 22:50:32 +02:00
David Dormagen 0d32d924dc InteractionMenu: fix script error when custom entry extra_data contains something different from a proplist
The check was only meant for inventory menus (where extra_data always is a proplist); it was not in the right if-clause below, though.
2017-05-02 19:13:48 +02:00
Maikel de Vries 34f736081c fix relaunch time and unwanted initial relaunch 2017-05-02 14:50:27 +02:00
Maikel de Vries 3e0f18f4f3 reinstate relaunch container functionality
This has been used by external scenarios and there is no reason to put this into the relaunch rule script.
2017-05-01 21:26:01 +02:00
Fulgen301 1d92b47141 Torch: Emits light when held, remove DoKneel() animation 2017-05-01 15:38:35 +02:00
Maikel de Vries cc480be3eb relaunch rule: add option to prevent round start relaunch 2017-05-01 11:46:34 +02:00
Maikel de Vries f3291bb84f clean up and document relaunch rule
Also fix script errors in melting castle.
2017-05-01 11:00:51 +02:00
Maikel de Vries 18057587d6 fix relaunching in CTFs 2017-04-30 18:42:44 +02:00
Maikel de Vries 0fead04978 fix relaunching problems in missions 2017-04-30 16:13:57 +02:00
Maikel de Vries 3b1ebdcdb0 do not move seaweed by tele glove or windbag 2017-04-25 20:12:44 +02:00
Maikel de Vries 6f1470dbbd correctly update barrel graphics when emptied onto existing stack 2017-04-25 14:04:43 +02:00
Maikel de Vries cb68f9b26b fix parkour in combination with new relaunch rule 2017-04-25 10:26:27 +02:00
Maikel de Vries a863845ed4 add missing variable to relaunch rule 2017-04-25 09:45:12 +02:00
Maikel de Vries 7ffbeac9a9 Merge branch 'master' into Rule_Relaunch 2017-04-24 21:46:05 +02:00
Maikel de Vries 4c8b236ea4 fix relaunch finding no spawn
Use built-in FindLocation which works better and default to landscape center when really no place to spawn could be found.
2017-04-23 18:30:15 +02:00
Fulgen301 7fed3ea1c0 Rule_Relaunch: Fix positioning and inventory transfer; add option to prevent initial "relaunch"
# Conflicts:
#	planet/Objects.ocd/Rules.ocd/Relaunch.ocd/Script.c
2017-04-22 21:08:26 +02:00
Fulgen301 7064d4f6fb Rule_Relaunch: Fix return value in SetFreeCrew and SetInventoryTransfer 2017-04-22 21:06:08 +02:00
Maikel de Vries 200780fba4 fix definition call to relaunch rule 2017-04-22 20:42:56 +02:00
Maikel de Vries c75ffe3978 improve lavacore solidmask
This allows to stand on it more easily and should lead to less frustration for the player.
2017-04-22 16:11:00 +02:00
Fulgen301 b77e9a7755 RelaunchContainer: Fix using wrong locals due to 52bf2e65bbe497e7d897988765e031f56ce4a980 2017-04-17 17:18:17 +02:00
Maikel de Vries 7c444e7f96 add lava core animal (made by Win)
Original by win, overhaul of script and behavior by Maikel.
2017-04-17 16:05:20 +02:00
Nicolas Hake 0df79f5ba3 Rule_Relaunch: use correct casing for translations 2017-04-13 19:06:36 +02:00
Nicolas Hake fee85b8ddb Merge pull request GH#38 from Fulgen301/Rule_Relaunch 2017-04-13 19:05:02 +02:00
Fulgen301 f1efb134aa Remove hungarian notation and fix some errors 2017-04-13 18:58:10 +02:00
Fulgen301 9154ebf79f CaptureTheFlag: Fix script errors 2017-04-13 18:35:50 +02:00
Fulgen301 8042861f0b Rule_Relaunch: Fix several script errors 2017-04-13 18:35:43 +02:00
Fulgen301 bf43302da2 Rule_Restart: Fix handling return values of OnPlayerRestart 2017-04-13 09:54:52 +02:00
Nicolas Hake 23f6c74c4b Merge pull request GH#37 from Fulgen301/Rule_Relaunch 2017-04-12 17:45:51 +02:00
Clonkonaut 06a1ebe255 Fix RemoveReproductionEffect() in Animal Library. 2017-04-10 17:24:20 +02:00
Fulgen301 22bf8ad1f7 Remove Rule_Restart from Goal_Parkour 2017-03-30 20:55:07 +02:00
Fulgen301 00cc450331 Goal_Parkour: Fix searching Rule_Restart 2017-03-30 20:55:07 +02:00
Fulgen301 69e4826a6f Rule_Relaunch: Modify DefaultRelaunchCount setting 2017-03-30 20:55:06 +02:00
Fulgen301 b7108ff836 Modify Blunderbuss in order to work with Rule_Relaunch 2017-03-30 20:55:05 +02:00
Fulgen301 b76cedbe7e Modify Bow in order to work with Rule_Relaunch 2017-03-30 20:55:05 +02:00
Fulgen301 51d61d1b26 Modify GrenadeLauncher in order to work with Rule_Relaunch 2017-03-30 20:55:04 +02:00
Fulgen301 568d04e7da Move RelaunchContainer 2017-03-30 20:55:02 +02:00
Fulgen301 d4b05c43ff RelaunchContainer: Rename folder 2017-03-30 20:55:02 +02:00
Fulgen301 b9f899a334 Move RelaunchContainer to Objects.ocd\Rules.ocd\Relaunch.ocd\Relaunch.ocd 2017-03-30 20:55:01 +02:00
Fulgen301 c1d998d93e RelaunchContainer: Modify OnPlayerLeftRelaunch() call 2017-03-30 20:55:01 +02:00
Fulgen301 9b04051e65 CaptureTheFlag: Fix wrong relaunch calls 2017-03-30 20:55:01 +02:00
Fulgen301 db6047c22a Remove Rule_Restart 2017-03-30 20:55:00 +02:00
Fulgen301 dcc240e01a Rule_Relaunch: Modify base respawn and add Rule_Restart functionality 2017-03-30 20:55:00 +02:00
Maikel de Vries 5f30a6b428 make lava/acid bubble visible in editor so that it can created in sequences 2017-03-27 09:44:28 +02:00
Maikel de Vries 7b676b083c boiling acid/lava: replace helper objects by dummy object
This reduces the amount of unnecassary definitions we have ingame.
2017-03-27 09:44:28 +02:00
Maikel de Vries 78d4fa4042 animal library: allow overloading reproductionconditions 2017-03-27 09:44:28 +02:00
Maikel de Vries a435a6db1a lava and acid bubbles do not explode at animals which resist corrosion 2017-03-27 09:44:28 +02:00
Fulgen301 731bf926c3 CaptureTheFlag: Use tabs for indentation 2017-03-25 14:34:43 +01:00
Fulgen301 f74ee93b5c DeathMatch: Use tabs for indentation 2017-03-25 14:34:32 +01:00
Fulgen301 294b393f7e RelaunchContainer: Use tabs for indentation 2017-03-25 14:34:23 +01:00
Fulgen301 13303c98af Add Rule_BaseRespawn which sets Rule_Relaunch to base respawn mode in order to prevent breaking scenarios 2017-03-25 14:34:11 +01:00
Fulgen301 a4eacd7937 Modify Rule_Killogs in order to work with Rule_Relaunch 2017-03-25 14:01:13 +01:00
Fulgen301 b0219b4614 Modify Scoreboard_Relaunch in order to work with Rule_Relaunch 2017-03-25 14:01:06 +01:00
Fulgen301 3de5261e8a LastManStanding: Remove relaunch functionality which is handled by Rule_Relaunch 2017-03-25 14:00:59 +01:00
Fulgen301 82f3883486 Modify RelaunchContainer in order to work with Rule_Relaunch 2017-03-25 14:00:05 +01:00
Fulgen301 b31355391b DeathMatch: Enable unlimited relaunches 2017-03-25 13:55:42 +01:00
Fulgen301 3a39ec9f94 CaptureTheFlag: Enable unlimited relaunches 2017-03-25 13:55:34 +01:00
Fulgen301 15cf813c1c Rename Rule_BaseRespawn to Rule_Relaunch and implement relaunch functionality 2017-03-25 13:55:21 +01:00
David Dormagen a561e15288 object interaction menu: made some comments clearer
They were introduced in c37bc586e9
2017-03-13 14:56:45 +01:00
Maikel de Vries 4211751f2f reset shaders when ambience object is deleted 2017-03-12 14:31:07 +01:00
Maikel de Vries a49c283d67 prevent division by zero in catapult AI by setting a minimum power 2017-03-11 22:45:49 +01:00
Sven Eberhardt 10ab981b6f Add ambience editor props, user actions and scenario saving 2017-03-09 21:42:39 -05:00
Sven Eberhardt 7ffc1c5ffb Fix scenario saving of spawn action property in enemy spawns 2017-03-07 22:43:26 -05:00
Sven Eberhardt ae93236729 Fix typo in enemy spawn 2017-03-07 22:43:26 -05:00
Mark c37bc586e9 ObjectInteractionMenu: Add parameter for entry callback #1896 2017-03-06 05:33:57 +01:00
Sven Eberhardt 8db32bb53a Fix script error on player start object with multiple clonks and nil entries in start material list 2017-03-05 14:37:35 -05:00
Sven Eberhardt fd09df4de4 Fix non-airship vehicle AI 2017-03-05 14:35:00 -05:00
Sven Eberhardt d537617de4 Define general AI creature selection for vehicles in enemy spawn 2017-03-05 14:32:57 -05:00
Sven Eberhardt 41b2145494 Fix enemy spawns in rectangular region 2017-03-05 13:22:19 -05:00
Sven Eberhardt 48cb0df60f Airship enemy spawn: Add hit point parameter 2017-03-05 13:17:41 -05:00
Sven Eberhardt 5330c53e38 Fix cloud scenario saving 2017-03-05 12:30:25 -05:00
Sven Eberhardt 3d3e51489c Add user action on enemy spawn 2017-03-05 11:45:04 -05:00
Sven Eberhardt b0b64de7de Infinite ammo respawn for grenade launcher AI attack mode 2017-03-05 11:27:45 -05:00
Sven Eberhardt 366c2c4b83 Add shield option to enemy spawn clonks 2017-03-05 11:27:45 -05:00
Sven Eberhardt d4b036b541 Add weapon speed setting to enemy spawn 2017-03-05 11:27:44 -05:00
Sven Eberhardt 1c7ee21903 Add weapon speed setting to ranged weapons 2017-03-04 22:47:17 -05:00
Sven Eberhardt d2e57dd318 Add airship spawn and attack path movement to EnemySpawn 2017-03-04 22:47:16 -05:00
Sven Eberhardt 1ff3b17dad Add catapult to enemy spawn
Also fix some catapult behavior (such as pushing it along waypoints)
2017-02-26 19:42:38 -05:00
Sven Eberhardt fccea515cd Add alternative weapon skins as attack modes 2017-02-26 14:59:34 -05:00
David Dormagen 0d01309958 construction goal: added German translation 2017-02-26 20:49:33 +01:00
Sven Eberhardt 322b2b97de Fix rogue escape character in US string table of enemy spawn 2017-02-26 12:02:45 -05:00
Sven Eberhardt b795248da2 Add EditorActions for spin wheel 2017-02-26 11:23:55 -05:00
Sven Eberhardt fd5eb86e68 More detailed info icons for enemy spawns 2017-02-26 10:58:17 -05:00
Sven Eberhardt c7feea408d Fix enemy removal of enemy spawn if removal modifies the spawned list 2017-02-25 23:25:11 -05:00
Sven Eberhardt 50c52eea8c Fix DefenseBoomAttack getting hit by own shooter if NoFriendlyFire is off 2017-02-25 23:19:06 -05:00
Sven Eberhardt 6f8368da93 Enemy spawn: Add rocket spawns 2017-02-25 20:24:46 -05:00
Sven Eberhardt 6af82f193a Add user action evaluator: Wait for condition 2017-02-25 17:03:47 -05:00
Sven Eberhardt 2d3705a813 EnemySpawn: Add "all enemies killed" user action conditional
Also fix delayed activation due to script player join
2017-02-25 15:21:54 -05:00
Sven Eberhardt 6cfe109db3 Enemy spawn: Add max concurrent enemies setting 2017-02-25 12:39:23 -05:00
Maikel de Vries 5c8ed12c3f correctly initialize script player in defense goal 2017-02-22 21:38:02 +01:00
Sven Eberhardt 649d7bed0a Move bomber and club attackers from FightForGidl to default AI as attack modes 2017-02-21 20:09:44 -05:00
Sven Eberhardt f754210a99 Add balloon enemy spawn 2017-02-21 20:09:44 -05:00
Sven Eberhardt 65db84d07e Add attack path to AI and EnemySpawn 2017-02-20 22:25:28 -05:00
Sven Eberhardt 1ee26ae0a6 Fix variable shadowing in Clonk::SetScaleRotation 2017-02-20 22:25:27 -05:00
Sven Eberhardt ca19504c40 Fix AttackMode initialization in derived AIs 2017-02-20 18:06:21 -05:00
Maikel de Vries b58fc5e848 fix defense goal achievements 2017-02-20 21:09:14 +01:00
Sven Eberhardt 99a65008cd Add enemy spawn object
This object can be placed in the editor to spawn enemy AI clonks.
2017-02-19 20:36:41 -05:00
Maikel de Vries 45676eaa8b defense goal: put a short break after a wave that ends when all opponents are killed 2017-02-19 11:29:18 +01:00
Maikel de Vries 50f6b2266a fix possible script error in no friendly fire rule 2017-02-19 11:28:35 +01:00
Sven Eberhardt da4f49d7ca Add AI attack mode (weapon) to editor properties 2017-02-14 01:36:12 -05:00
Maikel de Vries 60f3e206cc fix variable shadowing in some scripts 2017-02-13 19:04:27 +01:00
Maikel de Vries 60e0417dd2 defense enemy: refactor code for better overloading 2017-02-10 17:57:33 +01:00
Nicolas Hake 7284d65685 Remove unintentional semicolon after if()
Also changed some other instances of the if(); pattern to use an empty
block in order to suppress the new warning.
2017-02-05 14:22:09 +01:00
David Dormagen 56fa6ca157 fish: fixed silent defect (usage of wrong variable)
This most likely does not change the behaviour, as VisionMaxRange was a higher value than VisionMaxAngle and probably capped during the fuzzyfication.
2017-02-04 15:07:41 +01:00
Maikel de Vries 2be444c297 defense goal: clean up wave control
Merge this into enemy control, which did handle most of the control stuff already.
2017-02-04 15:01:03 +01:00
Maikel de Vries caca643c83 ai: add bomber and improve defense ai 2017-02-02 21:47:57 +01:00
Maikel de Vries 2807f36319 indicate which items are explosive 2017-02-02 21:47:57 +01:00
Maikel de Vries 0dbfa2dd91 ai: airship gets new pilot if old one is lost 2017-02-02 21:47:57 +01:00
Maikel de Vries 7b26e1fa13 ai: put a message when an intruder is spotted 2017-02-02 21:47:57 +01:00
Maikel de Vries ac38e1d23a ai: unify settings 2017-02-02 21:47:56 +01:00
Maikel de Vries b3ace26ae3 put ai movement into a separate script 2017-02-02 21:47:56 +01:00
Maikel de Vries b43ce3080a ai: prohibit movement if ai has command and climb down ladders correctly 2017-02-02 21:47:56 +01:00
Maikel de Vries a61743a4d5 improve movement of defense boom attack 2017-02-02 21:47:56 +01:00
Maikel de Vries c02a76119a ai: fix script runtime errors in target finding 2017-02-02 21:47:56 +01:00
Maikel de Vries d221289886 defense goal: fix awarding bonus after game has finished 2017-02-02 21:47:56 +01:00
Maikel de Vries 21f82e6c41 update defense enemies to new ai 2017-02-02 21:47:56 +01:00
Maikel de Vries 7d3062277a ai: attack messages, logging and better target finding 2017-02-02 21:47:56 +01:00
Maikel de Vries 8159d73be6 ai: implement airship 2017-02-02 21:47:56 +01:00
Maikel de Vries da6ce3d5d6 ranged ai: use upper ballistic angle if lower is blocked 2017-02-02 21:47:56 +01:00
Maikel de Vries 706f4455d4 ai: add protection using the club 2017-02-02 21:47:55 +01:00
Maikel de Vries 4f420766b7 ai: implement healing 2017-02-02 21:47:55 +01:00
Maikel de Vries ef69ee9d5f move ai protection and target finding into separate definitions 2017-02-02 21:47:55 +01:00
Maikel de Vries a6fd976a77 ai: fix saving & editor props, make public calls safe 2017-02-02 21:47:55 +01:00
Maikel de Vries 8d56434fc5 fix possible script runtime error in aim manager library 2017-02-02 21:47:55 +01:00
Maikel de Vries a89af833c7 ai: fix ai getting and implement axe + club 2017-02-02 21:47:55 +01:00
Maikel de Vries 8ad872930b rework AI: new effects, use effect target
This is a big change but does make it possible to separate the different scripts into different definitions.
2017-02-02 21:47:55 +01:00
Maikel de Vries 2aa1b961ea AI: don't increase normal throw speed for javelin
Javelin uses ranged mechanism for using/throwing.
2017-02-02 21:47:55 +01:00
Maikel de Vries 3282806d7d move AI ranged and melee control to separate files 2017-02-02 21:47:55 +01:00
Maikel de Vries 7fb300896a fix AI SetGuardRange 2017-02-02 21:47:55 +01:00
Maikel de Vries 3fb539522d clean up AI script 2017-02-02 21:47:55 +01:00
Maikel de Vries 8208a19c8f delete interaction menu effect when menu is closed
This prevents a lot of effects without command target from floating around.
2017-01-22 10:49:58 +01:00
Maikel de Vries 8cc30baf02 add option to gravestone rule to fade them out 2017-01-18 18:21:12 +01:00
Maikel de Vries 5b796dd6d0 improve boom attack movement 2017-01-17 21:14:27 +01:00
Maikel de Vries 075f751a89 defense goal: scoring and achievements 2017-01-17 18:08:34 +01:00
Maikel de Vries 9466dd4b9b move script player control to defense goal 2017-01-16 18:57:00 +01:00
Sven Eberhardt 218961f6a8 Add DuroLava liquid object #1879
The extra object is called "Magma" to distinguish it from Lava and has a slightly different color on the symbol. In the pump menu, only "Lava" is shown and magma is turned on/off with it automatically.

It would be nice to have only one object and control a flag somehow. However, this is bound to cause us headaches later on (combining materials, etc.). This solution is probably least error-prone.
2017-01-16 12:54:34 -05:00
Maikel de Vries 3b1dd87b8b improvements to defense goal 2017-01-15 15:38:33 +01:00
Maikel de Vries 008e037864 fix script error in basement 2017-01-15 15:38:33 +01:00
Maikel de Vries 73de90ea8f make friendly fire rule work for projectiles 2017-01-15 15:38:33 +01:00
Maikel de Vries 1f5f34b559 improve friendly fire rule to allow inclusion of objects 2017-01-15 15:38:33 +01:00
Maikel de Vries 85ce25fb0f add editor button to place basement under a structure 2017-01-15 15:38:33 +01:00
Maikel de Vries e00f1e9672 fix aiming of defense boom attack 2017-01-15 15:38:32 +01:00
Maikel de Vries 6dc9850ebd fix possible script error in boom attack 2017-01-15 15:38:32 +01:00
Maikel de Vries 18a313c962 add defense ai control object 2017-01-15 15:38:32 +01:00
Maikel de Vries eec8127e8a add defense boom attack object
This is the standard wave attack weapon and is part of the goal in some sense.
2017-01-15 15:38:32 +01:00
Maikel de Vries a03c67a7a2 add defense wave control object 2017-01-15 15:38:32 +01:00
Maikel de Vries 7a8032e96d add defense enemy control object 2017-01-15 15:38:32 +01:00
Maikel de Vries 1063610369 add defense goal
This is the goal in defense scenarios and controls the waves. In the future a league interface can also be build. The goal is to adapt the existing defense scenarios to this format (mostly internal changes and infinite waves). Also this should allow for easier creation of defense scenarios.
2017-01-15 15:38:32 +01:00
Maikel de Vries 5e6cf4e7b8 show goal name in goal menu 2017-01-15 15:38:32 +01:00
Mark 38648dedcc UseControl: #1873 Prevent use while a menu is opened.
Using objects was blocked by the GUI menus and the ObjectControl() function anyway, but (!) it was not blocked for the old style menus that can still be used.
2017-01-13 00:05:35 +01:00
Mark 92e53fe09f UseControl: Merge the two if-blocks that share the same condition 2017-01-12 23:58:38 +01:00
Maikel de Vries 918e5ded0d add rule to prevent friendly fire 2017-01-07 15:39:34 +01:00
Maikel de Vries 220d427915 silence warning for chippie inherited death calls 2017-01-07 07:52:25 +01:00
Mark 4b33beb9db MoltenMonarch: Clean code
The king size weapons overloaded entire functions from their original objects. This was replaced by adding interfaces that allow for the manipulation of the desired values.
2017-01-07 02:21:22 +01:00
Mark db9451dcce MoltenMonarch: Fix musket/blunderbuss 2017-01-07 02:10:00 +01:00
Mark 172613e0c9 Clonk Control / Ladder: Add possibility of triggering a jump with ydir
This was part of a bugfix in the ladder for Hazard: The ladder lets the Clonk execute a jump with Clonk.JumpSpeed / 2 at the top. This is useful for extra jumps and other things where you want to force the clonk to jump.

Regarding the ladder: The most of the problems with ladders arise from the OC implementation. Further commits may follow.
2017-01-06 21:58:13 +01:00
Mark 2168a6948a Base Material: Remove more duplicate code 2017-01-06 15:38:16 +01:00
Mark 879f21acaf Base Material: Add brackets. 2017-01-06 15:34:25 +01:00
Mark 65850d4015 Base Material: Extracted function for accessing the player's base material
Reduces duplicate code.
2017-01-06 15:27:11 +01:00
Mark 32245bfb20 Base Material: Rename 'def' to 'material' 2017-01-06 15:19:15 +01:00
Mark 2b5a2740b4 Base Material: Rename 'cnt' to 'amount' 2017-01-06 15:18:11 +01:00
Mark 548d2a7b13 Base Material: Rename 'plr' to 'player' 2017-01-06 15:16:02 +01:00
Maikel de Vries 1d211c9466 fix burning and destruction of vines 2017-01-05 21:06:17 +01:00
Maikel de Vries 948ef66723 fix AI scaling on ladders 2017-01-05 21:05:28 +01:00
Clonkonaut dad7156f6a Airplane now has just one fire button (Mouse Left / CON_Use), Mouse Right (CON_UseAlt) instead cycles through the firing modes.
As suggested by Maikel (http://forum.openclonk.org/topic_show.pl?pid=32751#pid32751).
2017-01-05 01:18:34 +01:00
Clonkonaut e4cfd39fdc Let plants grow less crowded, especially different kinds of plants (#1607).
This will need some testing whether all scenarios are still playable.
2017-01-04 03:33:28 +01:00
Clonkonaut fc9a25d215 Fixed fuse positioning when creating a new one.
Fuses were created at 0,0 and everything looked ugly!
2017-01-03 22:45:20 +01:00
Clonkonaut c423ec5de2 Made airplane touchable (#1663).
Made it untouchable in all missions.
2017-01-03 22:04:48 +01:00