Maikel de Vries
4b01f51337
only structures should have Exclusive=1
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Otherwise these objects would block new constructions
2016-02-14 13:37:24 +01:00
David Dormagen
546ae30928
cannon: fix possible nil pointer access
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In boomshire, the cannons are automatically filled with boompacks (and then fired). That means that there is no Clonk to be passed.
2016-02-14 13:03:05 +01:00
Sven Eberhardt
3dad1c6d81
Turn MaxContentsCount and HandObjects into properties instead of callbacks (Possibly fixes #1553 )
2016-01-10 10:41:34 -05:00
Sven Eberhardt
fc659584e4
Fix catapult projectile priority when shooting clonk while items are placed in the catapult (typically by the scenario designer) #1547
2016-01-09 15:59:43 -04:00
Sven Eberhardt
3b74ac2929
DarkCastle: Fix nil access in intro.
2016-01-09 11:09:11 -04:00
Maikel de Vries
e0ae612e10
killtracing: fix setting killer when airship is shot down
2016-01-05 18:20:33 +01:00
Maikel de Vries
b5b6526c58
killtracing: airplane always gets destroyed when damage too much and with correct killer
2016-01-04 21:17:25 +01:00
Maikel de Vries
659b1d24a7
killtracing: correct cause_plr for burning lorry fragments
2016-01-03 20:18:06 +01:00
Maikel de Vries
309edf4467
killtracing: fix contoller of dumped lorry contents
2016-01-03 13:54:26 +01:00
Maikel de Vries
7f8b4c4bfc
killtracing: cannon set controller of projectile to the shooter
2016-01-03 09:57:06 +01:00
Maikel de Vries
7ca791a5b0
fix random choice of object when dumping lorry contents
2016-01-02 21:52:52 +01:00
Günther Brammer
00a4c6c428
Replace BorderBound DefCore value with BorderBound object property
2016-01-01 22:18:41 +01:00
Maikel de Vries
509bdac5bc
remove unused Rebuy property from objects
2015-12-28 10:21:49 +01:00
Maikel de Vries
50930fec67
add usage to lorry to dump contents into landscape
2015-12-24 18:29:10 +01:00
David Dormagen
b278886921
catapult: fix PictureTransformation
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So that the mesh does not go outside the bounding box anymore.
2015-12-24 15:06:23 +01:00
David Dormagen
8d410f1c18
burned airship: added name and description
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You can spawn the airship in the "Playground". Thus a player could notice that.
2015-12-24 14:41:23 +01:00
Maikel de Vries
1772378fb6
fix self-launching catapult to shoot immediately ( #1490 )
2015-12-20 22:54:21 +01:00
David Dormagen
dcfb986e34
moved sounds into subfolders
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This completes http://forum.openclonk.org/topic_show.pl?tid=3215
2015-12-13 22:14:55 +01:00
Sven Eberhardt
40f46403ba
Move sound author attribution from Objects.ocd into main Sound.ocg (where the sounds now reside).
2015-12-13 01:09:48 -05:00
Maikel de Vries
8ff9dd655d
clean up airship pilot check
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Makes it easier to appendto a check for NPC pilots in different layers.
2015-12-10 00:11:47 +01:00
Sven Eberhardt
7f6c13084a
Register definition-local sounds into definition namespace (id::Soundname) #1185 .
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Also move all object sounds to global Sound.ocg so they are still played.
This is to prevent naming collisions. All sounds are moved because otherwise all scripts would have to be adjusted. Also, the distinction between sounds in definitions and sounds in Sound.ocg was rather arbitrary.
It will also ensure most sounds are reloaded when sound is turned off temporarily, although that should better be fixed properly.
2015-12-07 00:08:24 -05:00
Sven Eberhardt
54da061196
Airship needs cloth instead of rope.
2015-12-06 15:44:49 -05:00
Maikel de Vries
338f3bca9d
change airplane id (Plane -> Airplane)
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This is for a better distinguising between the Plane property and the airplane
2015-11-21 20:53:19 +01:00
Sven Eberhardt
a43103a93f
Fix airplane description.
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It wasn't to its property.
2015-11-08 17:14:29 -05:00
David Dormagen
e4009a683c
catapult: cannot shoot yourself into solid material anymore ( #1139 )
2015-11-03 20:54:11 +01:00
Clonkonaut
1178d8f0ce
Prevent dead clonks from sitting upright ( #1358 ).
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Also added convenient constants defining the animation slots to use for clonk animation.
2015-10-11 14:08:14 +02:00
Clonkonaut
3c97c25301
Make big vehicles (catapult) control a double elevator but not a single one.
2015-10-11 00:16:14 +02:00
Clonkonaut
48bcdc84f7
Rotate object before firing (for firing boompacks).
2015-10-05 23:46:31 +02:00
Armin Burgmeier
b8ed577c0f
Rotate the OGRE coordinate frame by 90 degrees in X
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Also rotate all meshes backwards so that everything keeps working. This should
make it more convenient for modellers to create new meshes.
See http://forum.openclonk.org/topic_show.pl?pid=29410#pid29410 .
2015-10-03 11:39:08 -04:00
Maikel de Vries
17d59de20d
fix pilot check in airplane for NPCs
2015-09-11 21:25:45 +02:00
Sven Eberhardt
3b522e86ac
Fix script error and broken animations in catapult if left and right direction control is given in the same frame.
2015-09-10 18:35:04 -04:00
Maikel de Vries
f3f837f9a8
add trajectory preview to catapult
2015-09-06 13:47:12 +02:00
Maikel de Vries
f5b7fe7498
fixed gravity calculation for trajectories
2015-09-06 13:46:45 +02:00
David Dormagen
ac738735b2
Merge branch 'master' into Controls
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Conflicts:
planet/Objects.ocd/Vehicles.ocd/Airplane.ocd/Script.c
src/game/C4Game.cpp
src/game/C4GraphicsSystem.cpp
src/gamescript/C4GameScript.cpp
2015-09-02 08:19:34 +02:00
Armin Burgmeier
0cdafc278b
Transform all mesh data to Clonk reference frame on load
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Instead of doing the transformation when drawing a mesh. This allows making
the OpenGL normal matrix more consistent, since it does not include the
Ogre-To-Clonk transformation, and so that the transformation does not need
to be inverted in the shader.
As a side effect, all Attach transformations were updated, since before
they were specified in the OGRE reference frame, not the Clonk reference
frame.
2015-08-18 20:30:20 -04:00
Sven Eberhardt
53d1ac8eac
Fix angle adjustment for instant-flight command of airplane.
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It was wrong for planes flying to the left, which caused planes to fly too low in the Raid.ocs intro.
2015-08-09 23:13:32 -04:00
Sven Eberhardt
f873e81bf0
Fade airplane sound pitch when motor is turned on and off.
2015-08-09 19:28:07 -04:00
Sven Eberhardt
042d00c1d2
Fade airship sound pitch when motor is turned on and off.
2015-08-09 19:04:29 -04:00
Maikel de Vries
31e0bdcdac
airplane: shoot boompacks on right mouse button
2015-06-28 16:29:29 +02:00
Maikel de Vries
91cd15c40c
reimplement alt use on right mouse button
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This replaces throwing then controlling or inside a vehicle, throwing items remains on RMB as is.
2015-06-28 09:44:50 +02:00
Maikel de Vries
dff9a0d618
fix cannon script: do not allow anything but powder keg to enter
2015-06-20 15:58:18 +02:00
Maikel de Vries
0e4ad1797e
improve double elevator vehicle movement by having a single solid mask
2015-06-08 21:20:38 +02:00
Maikel de Vries
18d292e180
lorry: pass controller to objects which are casted on destruction
2015-05-17 13:56:52 +02:00
Maikel de Vries
bd9da84fcb
allow developers to also let airplane face left
2015-02-23 11:13:02 +01:00
Maikel de Vries
e993b0725e
lorry ejects contents on destuction from explosion
2015-01-15 18:34:35 +01:00
Mark
850bf1b9d4
CreateObject/CreateObjectAbove ( #1214 )
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Renamed CreateObject() to CreateObjectAbove() and replaced all occurrences in script files.
Added CreateObject(), the function may need a rewrite though, see comment in code.
Updated documentation
2015-01-11 19:02:03 +01:00
Maikel de Vries
c6802b8776
increase game content version entries to 6.0
2014-12-12 22:58:16 +01:00
Maikel de Vries
add7f23251
moved plane crash sound to plane object
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This makes it usable in other scenarios besides DarkCastle
2014-10-24 17:50:55 +02:00
Sven Eberhardt
d3ac2789cb
DarkCastle intro sequence added.
2014-10-04 22:40:17 +02:00
Sven Eberhardt
57ddbf9fa6
Fix initial speed of airplane on StartInstantFlight call.
2014-10-04 19:39:06 +02:00