Commit Graph

4649 Commits (544c1cbb4bb6da97d30571ff28772660c7ad5969)

Author SHA1 Message Date
Sven Eberhardt a69958554f Melting Castle: Add IceWallKit spawn
To promote more waling attacks and walling defenses.
2016-02-13 10:43:42 -05:00
Mark 5224eb5b18 Goal Resource: Variable amounts of exploitation
It is possible to set the amount of resources to be extracted with an additional parameter in SetResource() now. The default amount to be extracted is 95 percent, which is the same behaviour as before the changes.
2016-02-11 22:16:19 +01:00
Mark 3993a41cea Goal Resource: Code comments
Some more fine tuning, code comments.
2016-02-11 22:04:22 +01:00
Mark 03d4662811 Goal Resource: Readability
Made the lines more readable.
2016-02-11 21:56:14 +01:00
Mark f122346241 Goal Resource: exploitable_units
Renamed mat_cnt. Will make the lines more readable in the next commit.
2016-02-11 21:50:50 +01:00
Mark 9fa4632a48 Goal Resource: ExploitableObjectCount()
Extracted the division by blast_ratio to a function. This should help again when expanding to diggable materials.
2016-02-11 21:42:19 +01:00
Mark a4d2edd0d2 Goal Resource: ObjectCount2MaterialCount()
Deciphered what some of the functions are good for, since the original code is kind of cryptic. This should help again when expanding to diggable materials.
2016-02-11 21:35:59 +01:00
Mark 50b4d6bae8 Goal Resource: AvailableObjectCount()
Replaced the ObjectCount() calls with a function. This should make it easier to expand the script to diggable materials later.
2016-02-11 21:20:13 +01:00
Mark d9e75aaaba Goal Resource: Improved variable names
Renamed indices, removed unused variables.
2016-02-11 21:06:38 +01:00
Mark 5c2dcf41a3 Goal Resource: Improved variable names
Extracted functions that were used multiple times and use consistend naming for material.
2016-02-11 21:02:16 +01:00
Maikel de Vries b7766780c5 fix plane for several C4D_None objects which where C4D_Structure before 2016-02-10 22:40:44 +01:00
David Dormagen 77bdc8e841 disallow collection via shift when contained (#1677) 2016-02-10 18:12:09 +01:00
Nicolas Hake 5f895c14fc Materials: Fix misspelling of "Incendiary" (#1680)
The wrong spelling will still be accepted as a material value, as long
as no value with the correct spelling exists.
2016-02-09 23:45:02 +01:00
Nicolas Hake 6f669e7b49 Merge remote-tracking branch 'github/pull/11' 2016-02-09 22:18:49 +01:00
Maikel de Vries 99d5a7c8c9 lorry: play a sound when dumping contents 2016-02-09 19:33:30 +01:00
Maikel de Vries 47d6f2d75a disable contact calls for dead bats (#1676) 2016-02-08 21:25:43 +01:00
Maikel de Vries 159dbf071f make ContactCalls a property instead of DefCore entry
This allows for useful runtime changes, like disabling contact calls when an animal dies.
2016-02-08 21:25:43 +01:00
Maikel de Vries 3e5bec1ffd tutorial 7: add interaction to call the airship (#1595) 2016-02-08 17:32:30 +01:00
Maikel de Vries c4c8362ef8 tutorial 3: ensure progress if sawmill is completed in a diffent way (#1674)
for example if the pieces of rock are put into the site one by one.
2016-02-08 15:27:58 +01:00
Maikel de Vries a88a890960 tutorial 7: explain cycling through multiple interactions (#1599) 2016-02-08 15:27:58 +01:00
Maikel de Vries 0d358ce45b tutorial 4: make sure player hacks out ore at the right location (#1675) 2016-02-08 15:27:58 +01:00
Maikel de Vries 04877e33da do not test permeable solid mask on the elevator case in master
This messes up so many things as one could have expected. Instead we do the sensible thing and enable it only in the test scenario. For future reference all sequences involving an elevator and NPC clonks are broken with this feature.
2016-02-08 15:27:58 +01:00
Maikel de Vries 933314165b tutorial 2: fix confusing formulation for dropping items (#1633) 2016-02-08 15:27:58 +01:00
Maikel de Vries 8128b8db33 tutorial 2: improve message to make loam bridge (#1634) 2016-02-08 15:27:58 +01:00
David Dormagen 76f971e9d9 interaction highlight: limit highlight's Plane for objects behind the Clonk
Otherwise, a catapult might appear to shine through the Clonk. This might look odd.
For objects in front the the Clonk, the GUI-Plane is kept.
2016-02-08 12:35:42 +01:00
David Dormagen c6da7d54aa interaction highlight: create selector particle with a slight delay
Only on first selection, though.
http://forum.openclonk.org/topic_show.pl?pid=31112#pid31112
2016-02-08 12:31:54 +01:00
Sven Eberhardt c9d3cd7417 Add MeltingCastle team melee 2016-02-07 17:21:14 -05:00
Maikel de Vries 1ebdc31182 add tutorial 6
Still intro, outro and some NPCs missing.
2016-02-07 21:29:27 +01:00
Maikel de Vries 2a4fa85583 tutorials: fix some descriptions and control strings 2016-02-07 21:29:27 +01:00
Sven Eberhardt 8273dcdf45 Fix cargo attachment vertex in balloon 2016-02-07 14:49:05 -05:00
Sven Eberhardt 3d3e848aeb Target balloon: Allow deployment of any items. 2016-02-07 14:27:51 -05:00
Sven Eberhardt 35fcc0ff51 Fix scenario saving of array-typed visibility. Fix ItemSpawn saving and spawn def re-setting. 2016-02-07 13:21:01 -05:00
Sven Eberhardt ef032c60fa ItemSpawn: Simplify script, add team-only spawns, add scenario saving and add sound on collection.
The script now just sets visibility per player (VIS_Select) instead of creating one dummy object per player. It also uses the object directly instead of indirecting everything through an effect (the effect couldn't be used on other objects anyway).
2016-02-07 12:21:13 -05:00
Sven Eberhardt 79897ce777 Move ItemSpawn from Aerobatics to main Objects. 2016-02-07 10:43:24 -05:00
David Dormagen 28ffc3d3b1 Library_Constructor: use normal single-use instead of holding-use
..because the library wasn't actually USING the holding callback at all. And it had/has its own CON_Aim hackery anyway. No need for the control-library internal CON_Aim stuff then (I could imagine this might just lead to issues at some point).
2016-02-07 10:47:33 +01:00
David Dormagen d9760cdab6 controls: properly set noholdingcallbacks to false when using ControlUseStart (#1327)
Otherwise the situation could arise where you used a ControlUseStart object (the wallkit) but noholdingcallbacks was still set to true (because e.g. you used a hammer before). Then you would not be able to move the preview.
This is described in a comment to the referenced bug.
2016-02-07 10:47:33 +01:00
Maikel de Vries 148b217003 jet stream: do not attempt to move stuck objects 2016-02-07 10:24:36 +01:00
Maikel de Vries a44b759472 snap digging angle to straight lines with 5 degree margin 2016-02-07 10:24:36 +01:00
Maikel de Vries 978b236596 clean up shovel script 2016-02-07 10:24:36 +01:00
Maikel de Vries 145b902f65 correctly handle SetDir for the catapult
Ideally the script is fully changed to correctly use dir.
2016-02-07 10:19:11 +01:00
Maikel de Vries 0a928d4a11 tutorials: various small fixes 2016-02-07 10:19:11 +01:00
Sven Eberhardt 1e5b04e2d1 WallKit preview: Add function to update independent of position. 2016-02-06 23:53:45 -05:00
Sven Eberhardt d213115103 Add function to CTF flag to disable pickup.
To be used by scenarios that use the flag differently.
2016-02-06 22:45:53 -05:00
Sven Eberhardt 775533a8da Catapult and cannon: Add functions to rotate instantly.
Useful for scenario designers.
2016-02-06 22:45:14 -05:00
Sven Eberhardt 43451a4242 HotIce: Lower spawn position on explosive mode with small islands 2016-02-06 20:40:44 -05:00
Sven Eberhardt 623f838799 Add sounds: Hits::BucketHit*, Structures::DoorOpen*, Structures::DoorClose* by ala 2016-02-06 14:37:18 -05:00
David Dormagen a13a9036a5 shovel: changed GetModifiedDigSpeed to GetDigSpeed
Half of the callback's work was done outside (fetching the target speed) for no good reason. It's now all done in the callback, making it less weird.
2016-02-05 21:06:30 +01:00
David Dormagen 71fa846016 Zaphive: now C4D_Object + DFA_ATTACH instead of C4D_StaticBack (#1653)
Which means that you can
1) Drag around the tree / nest in editor mode
2) Shoot zapnests that were put into a catapult by a scenario designer
3) Can RemoveObject a tree and the nest will fall down (instead of keep floating)
4) Can put zap nests in earth (just like in CR!)
2016-02-04 20:07:48 +01:00
Maikel de Vries 0ac6093b1a improvements to gem grabbers
- bats as a challenge
- less gem mining on normal
- everrock on insane
- basements for shipyard and inventors lab
2016-02-04 17:53:59 +01:00
Maikel de Vries 456678afbd add new items to worlds knowledge 2016-02-04 17:52:21 +01:00