Sven Eberhardt
a69958554f
Melting Castle: Add IceWallKit spawn
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To promote more waling attacks and walling defenses.
2016-02-13 10:43:42 -05:00
Mark
5224eb5b18
Goal Resource: Variable amounts of exploitation
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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
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Some more fine tuning, code comments.
2016-02-11 22:04:22 +01:00
Mark
03d4662811
Goal Resource: Readability
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Made the lines more readable.
2016-02-11 21:56:14 +01:00
Mark
f122346241
Goal Resource: exploitable_units
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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()
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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()
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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()
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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
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Renamed indices, removed unused variables.
2016-02-11 21:06:38 +01:00
Mark
5c2dcf41a3
Goal Resource: Improved variable names
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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 )
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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
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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 )
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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
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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
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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
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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
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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.
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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
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..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 )
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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
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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.
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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.
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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
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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 )
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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
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- 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