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.
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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.
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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 )
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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
Sven Eberhardt
885f240e54
AI ignores contained enemies.
2014-10-04 19:39:06 +02:00
Sven Eberhardt
4d36f3a2d2
Some missions fixes/adjustments
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* 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.
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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
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* 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.
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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.
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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
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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.
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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
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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.
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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
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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
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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
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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