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
Mark
2553f5a388
Object: Variable placement for plants
...
RootSurface() does not yield good results for all objects, so I think the function should have a parameter for movement range. Re-declarated the variable "i" in the second if-block; I always thought we had scoped variables, it surprises me that the previous version worked.
2017-06-20 21:55:01 +02:00
Maikel de Vries
6b2cbf2ab2
add Place function to chippie
2017-06-20 18:25:27 +02:00
Maikel de Vries
30dd9c1d8f
silence argument mismatch warning in rapid refining scenario
2017-06-20 18:24:41 +02:00
Maikel de Vries
968c5b9e68
clarify how to use hammer in tutorial 3 ( #1888 )
2017-06-17 21:16:38 +02:00
Maikel de Vries
48c17c1e54
clarify tutorial 2 loam message ( #1887 )
2017-06-17 21:08:45 +02:00
Maikel de Vries
6bfd967f40
add wealth display to tutorial 1
2017-06-17 20:56:03 +02:00
Fulgen301
73b52a15ce
Remove StringToInteger function
2017-06-14 21:11:39 +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
7b4ba0245b
fix script error on basement attachment to scaffold ( #1917 )
2017-06-03 15:41:03 +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
Maikel de Vries
f3cadedff1
add effects to block damage and fire
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
Mark
3f9687c1a0
Assert: New assertion for definition context
2017-05-29 21:56:06 +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
Mark
70a89ce4f8
GUI: More robust calculation
2017-05-11 21:52:20 +02:00
Mark
1362494790
Fixed accidental redeclaration existing constant
2017-05-11 21:19:47 +02:00
Sven Eberhardt
9abf0d156e
Add editor drag handle to extend tunnel support decoration
2017-05-10 18:42:56 -04:00
Mark
739ddc2be3
Additional GUI layout
...
I found it a lot easier to create GUIs with these functions, so I decided to add them. If something can be simplified, please tell me so.
2017-05-10 22:33:38 +02:00
Mark
631c239717
Merge function for proplists
2017-05-10 22:03:57 +02:00
Mark
03dc2cb84f
Some common assertions
...
An attempt in reducing duplicate code :)
2017-05-10 21:52:54 +02:00
Sven Eberhardt
1b4fd9abe3
Editor: Add translation overview table (Tools menu)
2017-05-09 22:43:56 -04:00
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
Sven Eberhardt
4fac960cf4
Editor: Add localized string support
2017-05-07 14:26:30 -04:00
Maikel de Vries
77dca569fe
Switch: properly process and save editor actions
2017-05-06 18:55:27 +02:00
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
fd55514279
Fixed shape of tunnel supports.
2017-05-02 23:48:50 +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
649c61cd2a
New decoration object: tunnel support (graphics by Ringwaul, from a long time ago).
...
Can be stretched using the Extend() function.
2017-05-02 22:53:49 +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
afe4d5a91e
fix overcast teleport scroll ( #1909 )
2017-04-25 11:52:50 +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
Mark
2b56f55da5
DarkCastle: Fix #1907
...
The name entries should be "Hörx" in German and "Harx" in English
2017-04-24 15:10:06 +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
750d52e06d
Fix Missions.ocf scenarios in order to work with Rule_Relaunch
2017-04-22 21:08:40 +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
Fulgen301
38daafc99b
Overcast: Fix script errors
2017-04-22 21:06:07 +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
Fulgen301
85cfbc4065
DarkMine: Fix relaunch handling
2017-04-17 17:18:10 +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
Fulgen301
6030299201
ThunderousSkies: Fix wrong relaunch position and wrong default relaunches
2017-04-17 15:08:47 +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
5cc3cf002a
Fix Test.ocf/ColorfulLights.ocs
2017-03-30 20:55:08 +02:00
Fulgen301
25f77fd12c
Remove Rule_Restart from Parkour.ocf
2017-03-30 20:55:08 +02:00
Fulgen301
22bf8ad1f7
Remove Rule_Restart from Goal_Parkour
2017-03-30 20:55:07 +02:00
Fulgen301
6405e50c80
Remove Rule_Restart from Defense.ocf
2017-03-30 20:55:07 +02:00
Fulgen301
d429e88dd2
Remove Rule_Restart from Arena.ocf (is replaced by Rule_Relaunch)
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
065655076e
Modify Tutorials.ocf in order to work with Rule_Relaunch
2017-03-30 20:55:06 +02:00
Fulgen301
07005618aa
Modify IAmRich in order to work with Rule_Relaunch
2017-03-30 20:55:06 +02:00
Fulgen301
69e4826a6f
Rule_Relaunch: Modify DefaultRelaunchCount setting
2017-03-30 20:55:06 +02:00
Fulgen301
44ca079bf6
Modify Missions.ocf in order to work with Rule_Relaunch
...
- Crash
- DarkCastle
- DeepSeaMining
- Raid
- TreasureHunt
2017-03-30 20:55:05 +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
76d8df9676
Modify ThunderousSkies in order to work with Rule_Relaunch
2017-03-30 20:55:04 +02:00
Fulgen301
689e57d624
Modify ScorchedGardens in order to work with Rule_Relaunch
2017-03-30 20:55:04 +02:00
Fulgen301
6e88fe5d2f
Modify Ruins in order to work with Rule_Relaunch
2017-03-30 20:55:04 +02:00
Fulgen301
c147781861
Modify RockBottom in order to work with Rule_Relaunch
2017-03-30 20:55:03 +02:00
Fulgen301
969cebd03a
Modify Overcast in order to work with Rule_Relaunch
2017-03-30 20:55:03 +02:00
Fulgen301
f5e0aa4036
Modify MoltenMonarch in order to work with Rule_Relaunch
2017-03-30 20:55:03 +02:00
Fulgen301
b88137e97a
Modify MeltingCastle in order to work with Rule_Relaunch
2017-03-30 20:55:03 +02:00
Fulgen301
8d69713ff2
Modify Hideout in order to work with Rule_Relaunch
2017-03-30 20:55:02 +02:00
Fulgen301
f14bfa418b
Modify FrozenFortress in order to work with Rule_Relaunch
2017-03-30 20:55:02 +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
Martin Strohmeier
e62938b3e4
Add Sandbox to Tutorials.ocf
2017-03-28 16:09:35 +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
c64e9b3814
scenario saving: fix position after movement by setting con and rotating
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
Julius Michaelis
70ad55ddf1
Add Windmill to farming knowledge in the Worlds folder.
...
Semantically, that makes sense, but I haven't taken a look at all the maps.
2017-03-19 14:03:11 +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
David Dormagen
599509295d
fixed some typos in German string tables
2017-03-12 11:18:35 +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
Nicolas Hake
333cf9c4b6
Merge pull request GH #35 from Fulgen301:pullrequest
2017-03-11 12:31:39 +01:00
Sven Eberhardt
a73cc5c948
Add missing DoorUnlock sound
2017-03-11 00:13:50 -05:00
Sven Eberhardt
10ab981b6f
Add ambience editor props, user actions and scenario saving
2017-03-09 21:42:39 -05:00
Sven Eberhardt
3b90a0bf10
RoomDoor: Add editor props, user actions and scenario saving
2017-03-07 22:43:27 -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
Maikel de Vries
ae31a1fa96
fix SetVelocity script function for zero angle or speed
2017-03-06 18:52:04 +01:00
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
6184231cdc
Improve default template map
2017-03-05 13:00:00 -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
Sven Eberhardt
a6c99e2cad
Add alt material selection to editor
2017-02-26 14:59:33 -05:00
David Dormagen
0d01309958
construction goal: added German translation
2017-02-26 20:49:33 +01:00
Sven Eberhardt
b477bf31f3
Move Amazon and Ogre alt skins from FightForGidl to Decoration.ocd
2017-02-26 12:18:15 -05:00
Sven Eberhardt
322b2b97de
Fix rogue escape character in US string table of enemy spawn
2017-02-26 12:02:45 -05:00
Sven Eberhardt
54c4a5aa11
Add switch to room objects
2017-02-26 11:50:53 -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
Lukas Werling
306557dee8
Remove (now duplicated) HotIce SCENPAR stats
2017-02-21 21:21:40 +01:00
Lukas Werling
47a419f412
Add SCENPAR to statistics if set
2017-02-21 21:19:00 +01:00
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
Lukas Werling
cb29e31643
HotIce: Remove non-network InitializePlayers() workaround
...
See a7bbda4ca
2017-02-19 15:34:58 +01:00
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
Lukas Werling
6999dc39e1
HotIce: Collect scenario settings for statistics
2017-02-18 23:13:05 +01:00
Lukas Werling
16591ffe53
HotIce: Fix initial player spawn
...
InitializePlayer() semantics differ in online and local games. In a
local game, InitializePlayers() is called before InitializePlayer(plr);
in an online game it's the other way around.
This also improves handling of players joining at runtime. Those
previously started at random positions.
Close GH-32
2017-02-18 23:07:34 +01:00
Fulgen301
c856df57ca
AirborneMining: Remove remaining english text from StringTblDE.txt
2017-02-18 18:57:47 +01:00
Fulgen301
22cdca1eef
KingOfTheHill: Remove remaining english text from DescDE.txt
2017-02-18 18:56:49 +01:00
Fulgen301
1797589ff5
ThunderousSkies: Fix crash because of FuseTime() overriding the local FuseTime
2017-02-18 15:26:46 +01:00
Fulgen301
cebe111429
VolcanoEscape: Remove Rule_Restart
2017-02-18 15:26:28 +01:00
Fulgen301
6fd109eb14
VolcanoEscapeEx: Remove Rule_Restart as it is not useful, change VolcanoTimer - Schedule to an effect
2017-02-18 15:26:15 +01:00
Fulgen301
a35ec2e983
FightForGidl: Fix redeclaration of static constants
2017-02-18 15:26:02 +01:00
Fulgen301
3ab6427e9a
Guardians of Windmills: Fix redeclaration of static constants
2017-02-18 15:25:45 +01:00
Fulgen301
00340cc7f3
AirborneMining: Add missing german translation
2017-02-18 15:25:27 +01:00
Fulgen301
cd84feb9e3
KingOfTheHill: Translate DescDE.txt into german
2017-02-18 15:24:55 +01:00
Fulgen301
4cef61673a
Boomshire: Fix one variable shadowing a global one
2017-02-18 15:24:34 +01:00
Fulgen301
95d2e4bec1
Tutorial06: Translate string table which was forgotten
2017-02-18 15:24:17 +01:00
Lukas Werling
87ee44964c
Send script-defined statistics to the masterserver
...
After GameOver(), the global function CollectStatistics() is called
which in turn calls CollectStats() on all definitions and the Scenario.
The results are collected into a proplist and sent to the masterserver
as JSON.
The intended purpose is to collect statistics like weapon kill counts
and evaluate them across all online games to improve balancing.
2017-02-17 23:29:16 +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
Sven Eberhardt
ef5626774d
Add another default scenario template
2017-02-05 16:08:30 -05:00
Sven Eberhardt
22306bd266
Editor: Add templates for new scenarios
2017-02-05 16:08:29 -05:00
Sven Eberhardt
2f44b48e7d
Fix German string table entry for map size in new scenario dialogue
2017-02-05 16:08:29 -05:00
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
27fa2410f4
defense: only provide infinite grenade launcher ammo if homebase is active
2017-02-02 21:47:57 +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
957d74bbae
update king of the hill to new ai and small improvements
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
c5078b269e
windmill: remove obsolete HitCheck.c
...
Done by friendly fire rule.
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
ff51f07eeb
fix double static declaration warnings in defense scenarios
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
Julius Michaelis
80c07d34e4
Add [Landscape] Secret to Scenario.txt to default-disable black NO_OWNER viewports
...
Related to: c569036d1d
2017-01-24 18:50:30 +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
Sven Eberhardt
b51dbc3717
Fix duplicate static definitions in Hot Ice
2017-01-21 21:31:57 -05:00
Sven Eberhardt
3f06882a4c
Krakatoa: Add German translation of intro messages
2017-01-21 21:27:45 -05:00
Lukas Werling
ef4f1d9231
Merge branch 'ipv6'
2017-01-18 21:59:16 +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
Maikel de Vries
c632a6ed15
improve king of the hill scenario
2017-01-16 18:57:00 +01:00
Maikel de Vries
43d6abc802
order defense scenarios
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
Martin Strohmeier
1586ff9635
Remove difficulty from I am rich Scenario.txt
2017-01-15 17:57:18 +01:00
Maikel de Vries
3f9d06aaa7
add new defense scenario (king of the hill)
...
This is still experimental and needs some fine-tuning.
2017-01-15 15:38:33 +01:00
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
d1c0750095
show wealth in tutorial 1
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
f9e3639d91
silence some warnings in the defense scenarios
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
accc1b82dd
gidl: use defense boom attack object
2017-01-15 15:38:32 +01:00
Maikel de Vries
ef27c1d760
windmill: use defense boom attack object
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
6b0d0e1c60
IronPeak: Fix function access during intro
2017-01-13 05:50:06 +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
Lukas Werling
6c7d8b7bbb
Clarify discovery error message
2017-01-09 20:35:04 +01:00
Nicolas Hake
102047f537
Implement IPv6 support to C4NetIO
2017-01-09 20:34:43 +01:00
Martin Strohmeier
0fd9d1f40b
Updated descriptions for scenario: I am rich
2017-01-07 18:40:28 +01:00
Martin Strohmeier
daf23b9b32
New scenario: I am rich
2017-01-07 18:19:52 +01:00
Maikel de Vries
e6819bf020
use no friendly fire rule in defense scenarios
2017-01-07 17:13:46 +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
8aa442cb2c
Defense: Fix typo
2017-01-07 02:22:37 +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
dfc4483ae9
Hideout: Fix typos
2017-01-07 01:35:08 +01:00
Mark
80b3ceb560
Hideout: Make code more readable
...
Avoiding duplicate code.
2017-01-07 01:33:46 +01:00
Mark
df031f600e
Hideout: Fix warnings (shadowing local variable e), clean code
2017-01-07 01:09:55 +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
Maikel de Vries
1ad0cb7cab
remove unused object bigboomattack
2017-01-05 13:47:33 +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
3fe83986ce
Crash: made airplane invincible ( #1754 ).
2017-01-03 23:03:51 +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
b7771d6906
Krakatoa: fix goal icon.
2017-01-03 22:35:24 +01:00
Clonkonaut
92f5eda3e9
Locomotive: fixed goal icon.
2017-01-03 22:33:45 +01:00
Clonkonaut
a8d0f8f75e
Chine: fix goal icon.
2017-01-03 22:30:33 +01:00
Clonkonaut
d901a8952a
Acid Rift: fixed superfluous declaration of global vars.
2017-01-03 22:25:50 +01:00
Clonkonaut
0eed215bbd
Clonkomotive: fixed (deprecated) implicit declaration of for loop var.
2017-01-03 22:11:00 +01:00
Clonkonaut
06151bc5e5
Clonkomotive: fixed superfluous declaration of global vars.
2017-01-03 22:09:52 +01:00
Clonkonaut
c423ec5de2
Made airplane touchable ( #1663 ).
...
Made it untouchable in all missions.
2017-01-03 22:04:48 +01:00
Maikel de Vries
2ac4f2aa97
move windmill defense sounds to general folder
...
So that other rounds can use them as well.
2017-01-03 18:16:32 +01:00
Mark
83486fceb8
Control: Format scripts
2017-01-03 18:04:10 +01:00
Mark
fa28a7a643
Control: Extract library for using menus
...
External packs use this functionality without using the whole default Clonk control.
2017-01-03 18:03:49 +01:00
Mark
39c54c323c
Control: Extract library for using objects
...
External packs use this functionality without using the whole default Clonk control.
2017-01-03 18:03:32 +01:00
Maikel de Vries
577da1566a
fix defense home base menu buy icon
2017-01-03 17:56:03 +01:00
Maikel de Vries
422207b54d
add icons for buying and selling
2017-01-03 17:56:03 +01:00
Clonkonaut
e6af3d216a
Treasure Hunt: fixed superfluous declaration of global vars.
2017-01-03 16:50:13 +01:00
Clonkonaut
b984704812
Raid: fixed superfluous declaration of global vars.
2017-01-03 16:38:47 +01:00
Clonkonaut
1fb8e4f757
Deep Sea Mining: Fixed crystal communicator graphics position.
2017-01-03 16:29:22 +01:00
Clonkonaut
e2b238c381
Deap Sea Mining: fixed superfluous declaration of global vars.
2017-01-03 15:56:20 +01:00
Clonkonaut
7ec3f90127
Dark Castle: fixed airplane health hack to correct property name.
2017-01-03 15:49:52 +01:00
Clonkonaut
99d4fcb5ba
Dark Castle: fixed superfluous declaration of global vars.
2017-01-03 15:48:39 +01:00
Clonkonaut
4fce224238
Crash: adjusted merchant dialogue to new flag behaviour.
2017-01-03 03:56:52 +01:00
Clonkonaut
145be7d097
Mt Brame: fixed goal icon.
2017-01-03 03:41:05 +01:00
Clonkonaut
7be2bd33fa
Moved airplane smoke a bit out of the way and made less prominent, added water stirring effect when flying low!
2017-01-03 01:55:18 +01:00
Maikel de Vries
efed830df3
fix liquid container accepting materials and show them in interaction menu
2017-01-02 18:33:14 +01:00
Maikel de Vries
8fa5de35a9
fix airplane parachute mode
2017-01-02 18:29:23 +01:00
Maikel de Vries
c5590d851a
add liquid test which causes an error on material change
2017-01-02 09:17:54 +01:00
Clonkonaut
c11ca2f3c6
Airplane: added a bunch of firing modes (switchable via the interaction menu):
...
Of course, kept the old two modes: bullet and rocket (boompack) firing.
Bomb dropping for dropping fused iron bombs and dynamite sticks.
Liquid spray for spraying the landscape with whatever you like (of course, with water you get a firefighting plane!).
Balloon parachuting for midair action drops!
Object dropping - drop whatever you want!
2017-01-02 01:52:08 +01:00
Sven Eberhardt
8cd2432c58
Allow non-editor collection of objects by dialogue helper object
...
Also revert Clonkonaut's crash landing into hotfix
2017-01-01 17:00:57 -05:00
Sven Eberhardt
e015cdef8d
Add basement width editor property
2017-01-01 12:46:23 -05:00
Sven Eberhardt
dc9b948590
Editor: Add blit mode editor prop
2017-01-01 12:26:02 -05:00
Sven Eberhardt
52d0525886
Editor: Show proper name for default (nil) visibility property
2017-01-01 11:32:23 -05:00
Sven Eberhardt
a23e4f2707
Dynamite box fixes and improvements
...
* Correctly save in scenario: Dynamite count and fuses
* Allow recollection and placement of dynamite sticks
* Allow recollection of dynamite sticks into the box, in which case fuses are automatically cut
* Implement with less duplicate state (removed count, wire, wires and dynamite_sticks variables)
This also allows placement of more than five dynamite sticks from a single box by collecting more sticks after some of them are already on the wire. I don't see why not; it's fun and cannot really be abused.
2016-12-31 22:54:43 -05:00
Clonkonaut
8f972fd4b7
Airplane: float, to make it land on water ( #1097 ).
2016-12-30 03:55:31 +01:00
Clonkonaut
71d5e611a4
Airplane: carry up to 20 items and 3 clonks ( #1663 ). Also refactoring of the script.
2016-12-30 03:54:01 +01:00
Maikel de Vries
6fe22afe1a
fix script runtime error in pump
2016-12-29 18:57:33 +01:00
Maikel de Vries
9b133030dc
destruct airplane when crashing with low hit points
...
TODO: needs visual feedback when low on hitpoints.
2016-12-28 22:18:52 +01:00
Martin Strohmeier
c4ed3b56f4
Merge branch 'master' of git://git.openclonk.org/openclonk
2016-12-28 18:20:55 +01:00
Maikel de Vries
59961f3a17
remove base library
...
* remove library itself
* remove GetBase()
* change flagpole, etc.
* move basematerial library to vendor
2016-12-28 18:19:10 +01:00
Martin Strohmeier
ded408701b
Add Cavern.ogg to Music.ocg (Underground Music)
2016-12-28 18:18:46 +01:00
Clonkonaut
7968372dfa
Crash: minor fixes:
...
g_has_bought_plans was defined multiple times, the wooden cabin will be created 2 pixels lower to stop it from jittering.
2016-12-28 14:29:21 +01:00
Clonkonaut
b2d112b332
Crash: weird fix for the intro (see forum for details).
2016-12-28 14:29:21 +01:00
Sven Eberhardt
8ae8dd9c44
Add user action: Set player view
2016-12-28 08:54:01 -04:00
Sven Eberhardt
f2e8bc5814
Fix basement width scenario saving
2016-12-28 08:53:59 -04:00
Sven Eberhardt
ad2a0a8955
Save scenario: Ignore objects contained in ignored objects
...
E.g. do not save tools carried by crew.
2016-12-28 08:53:58 -04:00
Sven Eberhardt
b0429bdbcd
Add earthquake user action
2016-12-28 08:53:57 -04:00
Sven Eberhardt
bdb3118309
Add missing inherited calls to structure Definiton calls
2016-12-28 08:53:55 -04:00
Sven Eberhardt
16988e76f0
Add "flip" EditorAction to structures
2016-12-28 08:50:19 -04:00
Sven Eberhardt
eee156b5ac
Add sequence user action to trigger other sequences
2016-12-28 08:50:18 -04:00
Sven Eberhardt
93109e60f5
Fix solid check position for earthquakes launched from local calls
...
The effect is created in global coordinates, but the SemiSolidCheck was done in local coordinates.
2016-12-28 08:50:17 -04:00
Clonkonaut
308fc37e47
Remove extinguished flames.
2016-12-27 22:51:44 +01:00
Maikel de Vries
ee2f82860c
put pipe at structure bottom when cutting it
2016-12-26 20:30:29 +01:00
Maikel de Vries
2392f85358
fix another c4script error when updating power network
2016-12-26 17:55:45 +01:00
Maikel de Vries
aeddfd1b03
prevent bullet pack from sliding due to zero friction
2016-12-26 17:55:45 +01:00
Maikel de Vries
a422c6d6ec
power storage: save stored power and make editor property
2016-12-26 17:55:45 +01:00
Maikel de Vries
84d621fc5a
fix script runtime error when updating power networks
2016-12-26 17:55:45 +01:00
Mark
bace3b7d2b
#1710 : Remove logs for debugging
2016-12-25 19:21:16 +01:00
Mark
45f98ce03a
#1710 : Fix the bug
...
The problem was that the call to Actmap.*.StartCallLadderOverloaded happend parallely with the ladder search effect and finished after the search effect call was finished, starting a wall jump animation after the Clonk grabbed the ladder.
2016-12-25 19:21:08 +01:00
Mark
17d6bb0e1b
#1710 : Logs for debugging
2016-12-25 19:21:01 +01:00
Maikel de Vries
7f1b6ac19b
pumping air: fixed power need and high consumer priority
2016-12-25 19:07:26 +01:00
Maikel de Vries
525caa069a
properly implement air pumping: no source needed, only pump on air need
2016-12-25 18:53:43 +01:00
Maikel de Vries
42c8dbc2c8
make producer continue directly after production finishes
2016-12-25 17:48:07 +01:00
Maikel de Vries
135a7d8aff
fix support for multiple liquids in liquid containers
2016-12-25 12:48:15 +01:00
Maikel de Vries
0d0a61d4b0
change concrete production time to enable continuous pumping
2016-12-24 15:30:20 +01:00
Maikel de Vries
b9aaa2fda4
pump: implement gui interface for selecting materials to pump
2016-12-24 15:12:14 +01:00
Maikel de Vries
ae40126dbb
implement pumping specific liquids only
2016-12-24 14:09:47 +01:00
Maikel de Vries
d03ac67807
snow is not a liquid
...
We can make it a liquid if we want it to be used in the foundry, or adapt the foundry. But that should be done properly.
2016-12-24 14:09:47 +01:00
Maikel de Vries
203e8b8d1d
add a test scenario for liquid systems
2016-12-24 14:09:47 +01:00
Maikel de Vries
aa7eb1210e
fix an error when deleting a pipe when the end is contained
2016-12-24 14:09:47 +01:00
Maikel de Vries
c7afed1aeb
allow pumping liquids from container (foundry and steam engine)
2016-12-24 14:09:47 +01:00
Maikel de Vries
3aaf216582
tutorials: don't show tutorial helper objects in editor
2016-12-21 14:12:01 +01:00
Maikel de Vries
478265fe96
explain clicking on goal icon in tutorials ( #1683 )
2016-12-21 14:12:01 +01:00
Lukas Werling
f9305a1526
Editor: Fix crash when trying to save scenario into itself
2016-12-19 23:14:49 +01:00
Maikel de Vries
caef28c7f6
add concrete object ( #1572 )
...
This still needs some work to fully function with pumps and pipes.
2016-12-19 21:09:22 +01:00
Maikel de Vries
7715d961f5
add information about whether power storages are being filled to the power display
2016-12-18 12:20:36 +01:00
Maikel de Vries
95e520a941
initialize power library local vars in construction callback ( #1868 )
2016-12-18 11:08:51 +01:00
Clonkonaut
afc565a419
Re-enabled automatic bucket emptying ( #1867 ).
2016-12-18 00:50:35 +01:00
Maikel de Vries
60dfc86c55
fix power system test 22
2016-12-17 17:37:26 +01:00
Maikel de Vries
975269655f
pipe: fix scenario saving
2016-12-17 17:34:39 +01:00
Maikel de Vries
5846d33692
add another test with pumps to the power system tests
2016-12-17 17:30:18 +01:00
Maikel de Vries
32dc9e3133
pump: fix InsertMaterialAtDrain taking into account if pixels have been inserted
2016-12-17 17:29:28 +01:00
Maikel de Vries
2b610ecb1d
pipe: improve speed of GetConnectedLine
...
This leads to a factor 3 speed up for the pump.
2016-12-17 17:27:48 +01:00
Maikel de Vries
667b13c098
remove LifeCheck effects from progress bars
...
This check is done by the attachment action already and led to the creation of many useless effects.
2016-12-17 17:26:11 +01:00
Maikel de Vries
309b24c6fe
fix deprecated implicit declaration in for loop for tutorial arrow
2016-12-16 21:39:37 +01:00
Maikel de Vries
7ef0fc5568
don't let producers empty extra slots ( #1864 )
2016-12-16 21:37:47 +01:00
Maikel de Vries
d47c5eba2f
fix construction goal ( #1866 )
2016-12-16 21:02:45 +01:00
Mark
46450a689f
Fix additional UTF-8 warnings
2016-12-16 10:26:56 +01:00
Lukas Werling
68ddeb3bed
Convert all text files in planet to UTF-8
2016-12-11 21:19:13 +01:00
Maikel de Vries
1d258d3d48
fix ( #1846 ) for real now
2016-12-01 23:02:43 +01:00
Maikel de Vries
7552fd94f7
fix ownership changes of moving flags ( #1846 )
2016-11-28 00:53:48 +01:00
Mark
d356d9db3d
Fix inherited() calls
...
The ... operator should be added so that the parameters are passed down. In some cases even the named parameters were not passed down.
2016-11-26 18:57:31 +01:00
Mark
94ec4e336b
Fix inherited(...) calls
...
The named parameters have to be handed down, because the ... operator only passes all the unnamed parameters.
2016-11-26 17:56:41 +01:00
Mark
5fc6ae05f8
HUD Modularity: Move library as suggested by Clonkonaut
2016-11-26 11:12:09 +01:00
Mark
202e1ed682
HUD modularity: Callback for controller ID
...
I think that the call GUI_Controller->GetControllerID() has more appeal, but it makes the code confusing maybe.
2016-11-26 11:10:35 +01:00
Mark
b557719287
HUD modularity: Library for HUD controller
...
Extracted the basic functionality for HUDs from GUI_Controller to a library. This way, if you want to create a new HUD, you only have to include the library and all the desired components. Previously you had to copy the script from GUI_Controller, too. This holds of course only if you want to actually remove components from the HUD, and not just add to it.
Currently the GUI_Controller is referenced as the ID for the HUD, will change this to a callback.
2016-11-26 11:10:29 +01:00
Sven Eberhardt
551d9968f5
UserAction: Fix default value assignment on "Any" evaluators
2016-11-23 23:34:04 -05:00
Sven Eberhardt
b12421bff8
Add inscription EditorProp to guidepost2
2016-11-22 23:25:27 -05:00
Sven Eberhardt
1cde52e060
Editor: Add "Export packed" file menu item
2016-11-20 22:43:44 -05:00
Sven Eberhardt
290d606bc5
Fix boiling liquid visibility, saving and activity in cave maps
2016-11-20 21:52:33 -05:00
Sven Eberhardt
a5de44b4e9
Add UserAction: Set shader
2016-11-20 13:43:46 -05:00
Sven Eberhardt
04b5f82080
Editor: Add "open in network" to file menu and to new scenario dialogue
2016-11-20 13:24:09 -05:00
Sven Eberhardt
4b508134f8
Add clonk EditorAction: Turn around
2016-11-20 13:15:03 -05:00
Sven Eberhardt
27291ec977
Automatically move dropped items from dialogue to dialogue target
...
Because it happens easily when editing.
2016-11-20 13:15:02 -05:00
Sven Eberhardt
615e08a137
UserAction evaluator: Object alive
2016-11-20 13:15:02 -05:00
Sven Eberhardt
fb400456ce
Add MovingBrick editorprops and graph movement
2016-11-20 13:15:01 -05:00
Sven Eberhardt
4a31ce0fd8
Add editor prop for neutral flagpoles
2016-11-20 13:14:59 -05:00
Sven Eberhardt
8ac9a1e2bf
Add Rule_BaseRespawn editor props
2016-11-20 13:14:58 -05:00
Sven Eberhardt
bcf782a5a8
Improve diamond+socket scenario saving and editor visibility
2016-11-20 13:14:57 -05:00
Mark
f2870dfa16
Object.c: New functions
...
Needed AddSpeed() in a project and thought that it would be a good addition. AddVelocity() is not used so far, maybe we should remove it again.
2016-11-19 19:05:27 +01:00
Fulgen301
399a619e4c
Aerobatics: German translation added.
2016-11-13 21:57:16 +01:00
Maikel de Vries
bfc830a103
fix wrongly turned catapult ( #1838 )
2016-11-11 20:10:12 +01:00
Fulgen301
fb882d693e
Ropebridge: German translation added.
2016-11-11 18:43:35 +01:00
Fulgen301
db61e047ee
Tutorial 06: German translation added.
2016-11-11 18:43:35 +01:00
Fulgen301
863213fe76
Rapid Refining: German translation added.
2016-11-11 18:34:35 +01:00
David Dormagen
83435a89fa
Fixed typo in German localization ( #1848 )
2016-11-11 18:20:59 +01:00
David Dormagen
ae2000f0a1
Contents menu: sort extra-slot containers to front to make items jump around less
...
With the highest items being in the front, the tight grid layout has less reason to resort a major amount of the items every time items are added or removed. This results in a generally more stable layout.
2016-11-07 20:09:37 +01:00
David Dormagen
12e808263b
Contents menu: use tight grid layout ( #1842 )
...
This makes extra-slot containers not block an extra row anymore. However, they might jump around a bit. It might be a good idea to set their priority lower to make them always appear first.
When they would be in front, the tight grid layout would likely not move them around.
2016-11-05 15:35:15 +01:00
David Dormagen
8a8593e0ba
Script GUI: added TightGridLayout style (requirement of #1842 )
...
The TightGridLayout fills spaces more aggressively. This is slower but makes for a tighter layout. Finding the best layout is NP-complete. This here is just O(N^2) or so.
2016-11-05 15:35:15 +01:00
Sven Eberhardt
02dffb8af1
Allow rotation of guideposts
2016-10-31 10:10:29 -04:00
Sven Eberhardt
8e281103b0
Improve guidepost editor placement and rotation
...
* Shows correct size in preview (by setting the scaling on the definition instead of in Construction)
* Can be oversized
* Avoid angles where all signs are facing parallel to the camera
* Unfortunately, rotation doesn't work well with Mesh Transform (uses the wrong rotation center for the graphics)
2016-10-31 00:34:48 -04:00
Sven Eberhardt
aed3f92982
Fix dialogue sequence assignment
...
It used to be set by reference instead of copying, which means all dialogues created in a single session would reference the same sequence.
2016-10-30 21:56:08 -04:00
Sven Eberhardt
d048ca01dc
Fix resource goal scenario saving
2016-10-30 20:33:55 -04:00
Sven Eberhardt
a07d26c839
Fix conditional UserAction in loops
2016-10-30 20:33:55 -04:00
Sven Eberhardt
3712c6ed2f
Change MoveTo function signature in experimental CableLorry
2016-10-30 20:33:54 -04:00
Sven Eberhardt
2b6eb83e48
Fix some parameter count errors
2016-10-24 21:28:31 -04:00
Sven Eberhardt
591b20b6ca
Fix some variable name shadowing errors
2016-10-24 21:21:55 -04:00
Sven Eberhardt
0d20551ab6
Fix some "function variable hides local variable" warnings
2016-10-24 21:05:17 -04:00
Sven Eberhardt
342916a1ed
Fix some implicit for loop declaration errors
2016-10-24 21:02:02 -04:00
Sven Eberhardt
7f543e8390
Add AI control UserActions
2016-10-24 21:02:02 -04:00
Sven Eberhardt
2e73343814
EnemyAI: Add "active" setting
...
This allows disabled AI clonks (to be used by UserActions)
2016-10-24 21:02:01 -04:00
David Dormagen
83260c5e69
Key object: updated graphics
...
This one has a higher resolution and should also look decent when bigger (e.g. as an inventory picture). Made by me with Blender.
2016-10-24 18:12:45 +02:00
Sven Eberhardt
8fb8be9cec
Sequence: Store trigger offset to allow non-synchronized triggers at the same interval
2016-10-23 00:20:26 -04:00
Sven Eberhardt
a0580580aa
Add rdir parameter to user action object creation
2016-10-16 21:47:20 -04:00
Maikel de Vries
0d6a8497fc
allow setting the rotation of an created object in editor user actions
2016-10-16 19:59:54 +02:00
Maikel de Vries
9aaec9a009
add option to door to lock it with a given key
2016-10-16 18:47:45 +02:00
Maikel de Vries
5e7ce466e1
add key object
...
Can be used to open doors, etc. Editor interactions and stuff are still on the todo.
2016-10-16 18:47:45 +02:00
Maikel de Vries
ff2c32b77e
play keypad sounds only for operating player
2016-10-16 18:47:45 +02:00
Maikel de Vries
e124433cd5
fix playing sound when trying to enter enemy door
2016-10-16 18:47:45 +02:00
Maikel de Vries
b4cdeb3da4
base material & production: add fail safes and remove entries with zero material
2016-10-16 18:47:45 +02:00
Mark
44b2fda439
Cloud: Insert snow only if allowed to
2016-10-14 18:43:35 +02:00
Sven Eberhardt
15d850e4ec
Editor: Add effects to property viewer
2016-10-14 10:50:17 -04:00
Maikel de Vries
ce92a3cc16
add floor switch object to Decoration.ocd
2016-10-13 23:11:58 +02:00
Mark
0996c6e31e
Cloud: Play sound at rain impact location
...
The cloud does this with a helper object.
2016-10-11 21:51:32 +02:00
Mark
7df951fb65
Cloud: Mode without material insertion
...
Added a mode where the cloud does not extract or insert any materials, so that the rain is just a decorative element of the game.
2016-10-11 21:19:21 +02:00
Sven Eberhardt
4eae2b28d7
Editor: Fix drop cursor drawing
2016-10-10 21:26:10 -04:00
Sven Eberhardt
eee79366d0
Add tool tip to "test sequence" button
2016-10-10 16:45:24 -04:00
Sven Eberhardt
6e6f642be6
Add tool tip to dialogue editor action
2016-10-10 16:45:24 -04:00
Sven Eberhardt
244650bb17
Add base material to player spawn object.
...
Set the default to a lot of clonks. This is useful so the "respawn at flagpole" rule works as expected even if users don't know about the base material setting.
2016-10-09 13:27:20 -04:00
Sven Eberhardt
b0e42e35d1
Sequence: Default action to empty sequence
2016-10-09 13:27:20 -04:00