Commit Graph

297 Commits (c00a8cf3c3a33a88c5a8aba152d06d9f483921a5)

Author SHA1 Message Date
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