Maikel de Vries
c00a8cf3c3
fix a bunch of suspicious assignment warnings
2018-04-09 11:53:55 +02:00
Mark
6aa72c1bdd
Fix axe
2018-03-22 22:12:00 +01:00
Mark
21102bb4ef
Melee Weapons: Code formatted for remaining melee weapons
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No actual changes, just added spaces and brackets for improved readability
2018-03-20 21:13:45 +01:00
Maikel de Vries
aa892171fb
update version to 8.0 in DefCore.txt, Scenario.txt and Version.txt
2018-01-28 13:18:46 +01:00
Maikel de Vries
41cecc6a6f
liquid tank: show to which object the pipe is connected in interaction menu
2018-01-25 13:44:57 +01:00
Maikel de Vries
f3626469b2
ensure proper saving of pipe lines to prevent line breaks
2018-01-19 14:37:20 +01:00
Maikel de Vries
c3dfdc5894
fix connecting multiple pipes to the refinery drain
2018-01-13 15:28:41 +01:00
David Dormagen
6b797e300e
inventory bar: stack count always falls back to contained object count
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Related to #1970 and 5fc07df757
This replaces the very hacky implementation just for the dynamite with a more general solution (and e.g. also works with the grenade launcher).
2018-01-13 15:24:08 +01:00
Maikel de Vries
3255b02728
pipes: fix attaching, cutting, swapping, messaging, and interface
2018-01-13 11:06:35 +01:00
Sven Eberhardt
5fc07df757
Fix dynamite stick display count within dynamite box in interaction menu.
2018-01-09 18:00:35 -08:00
David Dormagen
1d93216f33
powder keg: drop icon overlay in favor of custom menu overlay ( #1972 )
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The old icon overlay was behind the numbers in the inventory menu anyway. Now the object uses a bar similar to loam. And it also updates its description.
When turning empty, the (new) barrel is also no longer play-colored inside.
The powder barrel could of course just use actual gunpowder and be an extra-slot item (like the bow / dynamite box / etc.).
2018-01-07 18:23:14 +01:00
Lukas Werling
dd86c05b9f
Fix some � U+FFFD REPLACEMENT CHARACTER instead of umlauts
2018-01-07 00:50:43 +01:00
Mark
993d8c4565
#1249 Fix barrel fuse effect
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Improved the barrel fuse effect in two ways:
1) The fuse is not at the center of the poweder keg anymore, making it more prominent
2) When carried by a clonk the effect is at the keg instead of the clonk center
2017-12-27 13:51:33 +01:00
Lukas Werling
31fee7a46d
Pickaxe: Check material in a cone ( #1606 )
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This makes digging away single pixels easier.
2017-12-26 19:37:09 +01:00
Mark
58b8a97734
For testing: Initial digging boost
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The shovel initially has a little more speed, making the overhead dig less fiddly
2017-11-27 22:28:55 +01:00
Mark
f8f9a38ee3
Clonk: Constants for SetMeshTransformation layers
2017-11-23 20:38:11 +01:00
Maikel de Vries
5bf83b7d3f
IsProjectileTarget: make failsafe if projectile is nil and clean up
2017-11-22 17:18:41 +01:00
Mark
877d5fc62a
For testing: Constant digging speed
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As discussed on the forum.
2017-11-20 20:42:59 +01:00
Maikel de Vries
7ba158521f
fix invisible dynamite box igniter ( #1955 )
2017-11-17 11:24:26 +01:00
Maikel de Vries
7184109808
detach dynamite igniter only if fused
2017-11-17 09:58:55 +01:00
Maikel de Vries
963285eee5
NoBurnDecay is a boolean
2017-11-11 09:49:52 +01:00
Maikel de Vries
2429ee6722
fix switching dynamite igniter while switching inventory ( #1913 )
2017-11-10 17:10:31 +01:00
Mark
aaed0b4d54
Fix the typo again
2017-11-02 17:29:43 +01:00
Clonkonaut
6acea8930b
Various objects: include library flammable
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Increased burn time (140 frames) for: axe, bucket, grapple bow, hammer, pickaxe, shovel, sickle. So useful items will burn a little bit longer.
Coal will burn for 245 frames and then just burst into ashes and not change into a Burned Object.
2017-11-01 00:54:24 +01:00
Clonkonaut
5c45d7a08e
Fix a script comment that Luchs complained about.
2017-10-29 11:39:07 +01:00
Clonkonaut
2c4aba74f0
Teleglove production: needs any one gem (diamond, ruby, amethyst) to produce (as discussed in #1505 ).
2017-10-27 13:25:34 +02:00
Maikel de Vries
fd42ddd823
add script option to block cutting of pipes
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This allows scripters to place liquid containers with fixed pipes, so that players do not break scenarios.
2017-08-20 12:58:31 +02:00
Maikel de Vries
cb1482d5a4
fix spamming balloons ( #1709 )
2017-08-19 16:11:04 +02:00
Maikel de Vries
81330d5b34
make lightning move to nearby lightning attractors
2017-07-23 10:47:16 +02:00
Maikel de Vries
12e8ee6636
fix lightning striking certain objects and loosing strength
2017-07-12 22:37:03 +02:00
Maikel de Vries
5d5cb709bc
add functio to make cargo balloon floating
2017-06-24 17:58:17 +02:00
Nicolas Hake
9d6d873156
Merge GH-43 from Fulgen301/OCMilestoneProject
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Torch: Add new mesh
Torch: Emits light when held, remove DoKneel() animation
2017-05-31 18:13:39 +02:00
Sven Eberhardt
a2d6b65668
Add Title.txt for group folders in Objects.ocd and Decoration.ocd
2017-05-27 16:31:46 +09:00
Fulgen301
2c15422c2e
Torch: Add new mesh
2017-05-05 17:53:36 +02:00
Fulgen301
1d92b47141
Torch: Emits light when held, remove DoKneel() animation
2017-05-01 15:38:35 +02:00
Maikel de Vries
6f1470dbbd
correctly update barrel graphics when emptied onto existing stack
2017-04-25 14:04:43 +02:00
Sven Eberhardt
d537617de4
Define general AI creature selection for vehicles in enemy spawn
2017-03-05 14:32:57 -05:00
Sven Eberhardt
fd5eb86e68
More detailed info icons for enemy spawns
2017-02-26 10:58:17 -05:00
Sven Eberhardt
649d7bed0a
Move bomber and club attackers from FightForGidl to default AI as attack modes
2017-02-21 20:09:44 -05:00
Sven Eberhardt
f754210a99
Add balloon enemy spawn
2017-02-21 20:09:44 -05:00
Maikel de Vries
60f3e206cc
fix variable shadowing in some scripts
2017-02-13 19:04:27 +01:00
Maikel de Vries
2807f36319
indicate which items are explosive
2017-02-02 21:47:57 +01:00
Maikel de Vries
a89af833c7
ai: fix ai getting and implement axe + club
2017-02-02 21:47:55 +01:00
Clonkonaut
fc9a25d215
Fixed fuse positioning when creating a new one.
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Fuses were created at 0,0 and everything looked ugly!
2017-01-03 22:45:20 +01:00
Clonkonaut
c11ca2f3c6
Airplane: added a bunch of firing modes (switchable via the interaction menu):
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Of course, kept the old two modes: bullet and rocket (boompack) firing.
Bomb dropping for dropping fused iron bombs and dynamite sticks.
Liquid spray for spraying the landscape with whatever you like (of course, with water you get a firefighting plane!).
Balloon parachuting for midair action drops!
Object dropping - drop whatever you want!
2017-01-02 01:52:08 +01:00
Sven Eberhardt
a23e4f2707
Dynamite box fixes and improvements
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* Correctly save in scenario: Dynamite count and fuses
* Allow recollection and placement of dynamite sticks
* Allow recollection of dynamite sticks into the box, in which case fuses are automatically cut
* Implement with less duplicate state (removed count, wire, wires and dynamite_sticks variables)
This also allows placement of more than five dynamite sticks from a single box by collecting more sticks after some of them are already on the wire. I don't see why not; it's fun and cannot really be abused.
2016-12-31 22:54:43 -05:00
Maikel de Vries
ee2f82860c
put pipe at structure bottom when cutting it
2016-12-26 20:30:29 +01:00
Maikel de Vries
525caa069a
properly implement air pumping: no source needed, only pump on air need
2016-12-25 18:53:43 +01:00
Maikel de Vries
135a7d8aff
fix support for multiple liquids in liquid containers
2016-12-25 12:48:15 +01:00
Maikel de Vries
aa7eb1210e
fix an error when deleting a pipe when the end is contained
2016-12-24 14:09:47 +01:00