Commit Graph

297 Commits (c00a8cf3c3a33a88c5a8aba152d06d9f483921a5)

Author SHA1 Message Date
Sven Eberhardt 58faf41068 Sequence: Add more triggers.
* Player enters circular region
* Game starts (after player joins)
* Player joins
* Player removed
* All goals fulfilled
* Clonk death
* Construction of structure
* Production of item
2016-07-22 01:51:29 -04:00
Sven Eberhardt 319392a779 UserAction: Rename OptionKey from Option to Function 2016-07-21 00:47:43 -04:00
Sven Eberhardt 626719194a Add trigger+action to sequence object.
Sequences can be used to create triggered cutscenes, intros, outros, etc. in the future.
2016-07-21 00:24:55 -04:00
Sven Eberhardt 5855140cd4 UserAction: Conditions and more triggering player/object options 2016-07-21 00:24:54 -04:00
Sven Eberhardt b915ecc32a Clonk AI EditorProp using SetGlobal 2016-07-21 00:24:53 -04:00
Sven Eberhardt 1151016b56 Add dialogue target editor prop 2016-07-14 00:45:00 -04:00
Sven Eberhardt d605bab0be Qt Editor: Move EditorActions from EditorAction_* to a proplist EditorAction.* 2016-07-14 00:17:53 -04:00
Sven Eberhardt 656aa303f9 Ignore SetAI(..., true) if an AI already exists
Can happen e.g. in multiplayer editing
2016-07-13 22:15:55 -04:00
Sven Eberhardt 8d6a7058c6 Fix possible user action sequence id conflict when saving scenario after testing a sequence 2016-07-13 17:39:36 -04:00
Sven Eberhardt 28d2172b78 Qt Editor: Move editor props from EditorProp_* to an EditorProp proplist 2016-07-13 17:18:08 -04:00
Sven Eberhardt f780a55e0f Add dialogue UserActions to enable/disable dialogue and attention marker 2016-07-13 02:17:56 -04:00
Sven Eberhardt 7a6ced04c5 UserAction: Add const object and bool evaluators 2016-07-13 02:17:12 -04:00
Sven Eberhardt 36685a3119 Add HideInCreator=true to internal/helper/library definitions 2016-07-10 22:06:48 -04:00
Sven Eberhardt d3ede324be EditorBase: Publish some properties 2016-07-10 16:09:37 -04:00
Sven Eberhardt d2fd1d740e Add EditorProps to create NPC dialogues in the editor 2016-07-10 14:11:23 -04:00
Sven Eberhardt d3be591d8d Add "Message" UserAction 2016-07-06 01:03:46 -04:00
Sven Eberhardt 5c6da07c51 Add UserAction scripted editor property delegates
UserActions will be used to click small dialogues and scripts directly in the editor.
2016-07-06 01:03:02 -04:00
Sven Eberhardt af3e3bb6c8 Add EditorProps for EnemyAI effect
Also remove old object-based editor controls.
2016-06-18 10:45:06 -04:00
Sven Eberhardt 4e603e2ef8 Add "Name" EditorProp for all objects 2016-06-16 16:15:42 -04:00
Sven Eberhardt 923789ec49 Add PlayerStart object.
This is an easy-to-use object for the editor which replaces Scenario.txt [PlayerX] settings.
2016-06-08 22:15:56 -04:00
Sven Eberhardt 96068b9a17 Initialize EditorBase definition with higher priority.
Many other definitions may depend on it being initialized and it would be verbose and error-prone to add a check to every single dependent definition.
2016-06-07 18:23:53 -04:00
Sven Eberhardt 3797b07f29 Add IDList EditorProp. 2016-06-07 00:13:01 -04:00
Sven Eberhardt 4e7df72c4c Editor Props: Invincibility and player color. 2016-04-16 22:05:38 -04:00
Maikel de Vries 9220c285c6 gui clock: add optional in screen countdown
And use it in Aerobatics.
2016-01-27 20:19:19 +01:00
Maikel de Vries d607824df2 fix dialogue stopping and waiting time (#1597)
First stop the dialogue properly and then wait for 30 frames to start a new one.
2016-01-17 12:37:42 +01:00
Maikel de Vries 34fa60feeb dialogue: fix finding by name and public interface to get the target 2015-12-31 12:07:36 +01:00
Clonkonaut a8dd4cac89 Make AI clonks select their shield when defending. 2015-12-17 19:44:00 +01:00
David Dormagen dcfb986e34 moved sounds into subfolders
This completes http://forum.openclonk.org/topic_show.pl?tid=3215
2015-12-13 22:14:55 +01:00
Sven Eberhardt 1dca9cf1b5 FightForGidl: No friendly fire and some AI fixes. 2015-12-12 00:02:31 -05:00
Sven Eberhardt 6b5bd38cc8 Fix aim cancellation by spear AI (#1474) 2015-12-05 21:13:37 -05:00
David Dormagen aec1988722 removed category "vehicle" of several helper objects
Otherwise you can spawn them in the "Playground" scenario.
2015-11-29 18:28:40 +01:00
Maikel de Vries 47ce50d364 status symbol category none instead of vehicle 2015-11-29 11:45:02 +01:00
Sven Eberhardt e7a3878406 Fix AI stuck in aiming animation when shooting was cancelled by another AI command. 2015-11-22 14:47:13 -05:00
Maikel de Vries c2271f743a AI do not use shield on explosives 2015-10-14 20:58:52 +02:00
Maikel de Vries 70875e3465 let the AI attack hostile clonks only 2015-10-14 20:44:38 +02:00
Maikel de Vries e2c5158275 rename S2AI to AI
This in preparation for a more general AI (in the far future).
2015-10-14 20:44:38 +02:00
Maikel de Vries b9699aff0f add function to dialogue to find by dialogue name 2015-10-11 09:18:45 +02:00
Maikel de Vries 96cf1b23f4 dialogue object: call on dialogue closed 2015-10-04 13:23:59 +02:00
Sven Eberhardt 41d394663b Auto-advance through dialogue options when they're reached multiple times.
This is so you can just fast-forward through long dialogues (e.g. because you've reached them before) by hammering space without getting caught in loops.
2015-10-03 23:16:33 -04:00
Maikel de Vries 2bda4c56e8 make clock gui use script menus 2015-10-03 19:51:08 +02:00
Sven Eberhardt 7edf197246 Fix script error when EnemyAI on chippie tries to jump 2015-09-26 17:20:07 -04:00
Sven Eberhardt 1ba28cd3f6 Sequence stores and restores breath of all clonks of watching players. 2015-09-14 22:43:03 -04:00
Maikel de Vries 24e18bf7e2 fix clock countdown sound playing for all players 2015-09-09 23:09:26 +02:00
Maikel de Vries 1f87faded7 add clock as gui element which can be used as a countdown
Thanks to Sven2 for graphics and parts of the script.
2015-09-09 18:27:57 +02:00
Maikel de Vries 49effe4622 let AI handle the musket and fix tracking riding clonks 2015-08-19 08:11:43 +02:00
Sven Eberhardt 341712eba5 Remove dialogue when target NPC dies (#1295). 2015-05-07 19:54:14 +02:00
Maikel de Vries 6af6348a32 clean up dummy object 2015-03-01 14:02:16 +01:00
Maikel de Vries 96af2bb84c GetActiveSequence function for sequence object
Can be used to test whether a sequence is already running, and did some clean ups as well.
2015-03-01 14:02:16 +01:00
Maikel de Vries 346d5cd709 another batch of Graphics.png removals 2015-02-15 22:37:08 +01:00
Maikel de Vries 6cd3b9775c fixed power need symbol display for elevator 2015-02-15 09:34:45 +01:00
Maikel de Vries 369a290d99 power status symbol not visible in FoW 2015-02-04 10:35:16 +01:00
Sven Eberhardt 3286095755 AI can use grenade launcher. 2015-01-18 19:13:10 +01:00
Sven Eberhardt f815d7ea6c Fix EditCursor selection and deselection callbacks when duplicating objects. 2015-01-17 22:53:21 +01:00
Sven Eberhardt 6fac0f0567 Clip AI guard range to landscape size. 2015-01-17 22:39:09 +01:00
Sven Eberhardt 4d1d869760 Add editor commands to clonks to enable enemy AI. 2015-01-17 22:36:19 +01:00
Sven Eberhardt f69872c401 AI guard range can be adjusted via drag+drop in editor.
Just select the clonk and move the corner markers.
2015-01-17 21:22:29 +01:00
Sven Eberhardt 49c5b22591 Remove some empty graphics files. 2015-01-17 18:22:06 +01:00
Sven Eberhardt ebd55cabe8 Improve enemy AI behavior when dropping out of guard range.
When taking damage, clonks will now search and attack enemies even if outside their dedicated guard range. This should help for clonks that fell down from their guarding post.
2015-01-11 23:10:04 +01:00
Mark 850bf1b9d4 CreateObject/CreateObjectAbove (#1214)
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
Sven Eberhardt 885f240e54 AI ignores contained enemies. 2014-10-04 19:39:06 +02:00
Sven Eberhardt 4d36f3a2d2 Some missions fixes/adjustments
* Plane with same color in all missions
* Sequence multiplayer fix
* Heavy smoke is a particle parameter
* Goal graphics fix
* Fix rocky pick direction after dialogue initiation from left
* Dialogue supports sections
* Hat moved to decoration for other missions
2014-09-21 16:36:05 +02:00
Sven Eberhardt ca582692d4 Missions storyline expanded to Deep Sea Mining. Added short intro in extra section.
Also adjusted icons, NextMission and MissionAccess in some scenarios and added a split marker between missions within and missions outside the connected storyline.
2014-09-12 01:02:13 +02:00
Sven Eberhardt addac19062 Crash landing intro/dialogues/outro improved for storyline integration. 2014-08-26 16:07:30 +02:00
Maikel de Vries 47fec3c2e2 created intro sequence for Iron Peak 2014-08-23 18:44:28 +02:00
Sven Eberhardt 887f85862a Sequence object: Ensure all players have a cursor at sequence end. 2014-08-22 14:11:01 +02:00
Sven Eberhardt e6fc0b1a1d Minor dialogue improvements
* Dialogue is blocked for a short time after it was stopped, so players don't restart it accidentally
* Broadcasting option to all players for important dialogues
* Speakers face each other
* add_attention parameter for SetDialogueProgress
2014-08-20 18:06:19 +02:00
Sven Eberhardt 94e1316205 Extend Dialogue and Sequence object with some message and viewport functions for upcoming missions. 2014-08-14 17:18:28 +02:00
Sven Eberhardt 20558ef7e1 Display dialogue attention marker in front of associated clonk 2014-08-05 17:02:19 +02:00
Sven Eberhardt 474b6e1c31 Add Dlg_*_Init callback to dialogues. To be used e.g. for starting timers of NPC activities.
Also fix scenario saving of attention state in dialogue object.
2014-07-31 23:49:15 +02:00
Sven Eberhardt 620091f80c Fix switch of cinematics target in Dialogue. 2014-07-21 17:26:56 +02:00
Sven Eberhardt 7db507921a Added attention symbol to dialogues 2014-07-12 16:03:23 +02:00
Sven Eberhardt 5cd9b915b0 Added some dialogue functions and speaker portraits. UpdatedAddMenuItem and CustomMessage to allow more customization for picture graphics.
I would prefer to render the models for speaker portraits directly. However, it seems like it's not currently possible to clip or render models to offscreen surfaces.
2014-07-05 15:25:30 +02:00
Sven Eberhardt 66b06be115 Fix catapult aiming of enemy AI 2014-05-31 21:24:22 +02:00
Sven Eberhardt 54bac8fe2a Modify enemy AI to allow easier overload of functions for custom scenario AI. 2014-05-31 20:18:56 +02:00
Maikel de Vries 6ba0164c5b removed unnecessary defcore Value entries
Completely unneeded for structures and many other objects.
2014-05-26 21:38:32 +02:00
Sven Eberhardt 13a60848c6 Fix save as scenario for Dialogue.
Add GameCall as fallback mechanism for dialog implementation if no local function is defined.
2014-02-08 22:49:08 +01:00
Maikel de Vries addf28a0ab Fix issues with Crash.ocs intro (#951) 2014-02-02 18:03:54 +01:00
Maikel de Vries 6ff632e2f2 Moved Dialogue to Helpers.ocd to avoid copies 2014-02-02 18:03:54 +01:00
Sven Eberhardt 5094cc5c1b Reworked "Save as scenario" option in editor to write a script file instead of Game.txt. 2013-12-27 17:10:09 +01:00
David Dormagen a10c9316ef renamed DynamicParticles* to Particles* and CreateParticleEx to CreateParticle 2013-12-17 22:32:01 +01:00
David Dormagen 6dc707b203 moved ObjectRestorer from Storm/Tutorials into Helpers.ocd
It was used by more than one scenario already and the two versions already diverged. We should not do that in our own repository.
2013-11-26 22:42:52 +01:00
David Dormagen ef11d1d272 removed some commented-out particle creations 2013-11-26 21:25:05 +01:00
David Dormagen 76fecd1fb4 changed ItemSpark to use the new particle system 2013-11-26 21:25:02 +01:00
Sven Eberhardt 780eeb1b95 Fix enemy find ranges of EnemyAI.
Someone changed the Find_-functions to use local coordinates. The enemy AI used cached FindObjects parameters, which didn't work so well with this change.
2013-11-03 19:01:30 +01:00
Martin Plicht a915cdb15f Make Eclipse happy by changing some zeros to nils and stuff 2013-05-26 00:01:08 +02:00
Sven Eberhardt 3937fcd3b1 Sorted all playable scenarios from experimental folder into settlement/parkour/arena folders 2013-05-16 19:33:10 +02:00
Maikel de Vries 13b9dd2e53 Added dummy object to fix script error 2012-11-15 22:07:21 +01:00
David Dormagen 8f13c3c791 fixed Steam Engine to only burn fuel when needed, adjusted fuel values for coal and wood 2012-02-23 21:44:10 +01:00
Felix Wagner eb6b7be7ee Fixed various unused vars 2012-02-20 11:58:58 +00:00
David Dormagen 3b093ac0de changed need-power-indicator to the classic blinking symbol
power messages fade out a lot faster
messages are also shown when a producer/consumer returns to giving/needing 0 power
2012-02-19 17:02:29 +01:00
David Dormagen 2262e1a8a9 added general helper for overhead symbols 2012-02-19 17:00:29 +01:00
David Dormagen 5cbaa697f0 changed power system to transfer power freely in a base and get rid of power lines
power now is either available or not - there is no "produce X power and save it somewhere" anymore
2012-02-18 22:50:18 +01:00
Maikel de Vries 59c1aefad9 Objects: All Versions to 5,2,0,1 2011-10-01 10:54:15 +02:00
Maikel de Vries e2db1bc85a Actions default to COMD_Stop, Decel for float and swim procedures
With this change everything should behave as normal, still not a fan of these numerous float hacks.
2011-07-06 19:11:12 +02:00
David Dormagen 55db5fa98a helper object for floating messages added 2011-04-14 18:36:20 +02:00
Armin Burgmeier 675c077ed2 Change .c4d extension to .ocd 2011-03-13 16:55:00 +01:00