Fulgen301
82f3883486
Modify RelaunchContainer in order to work with Rule_Relaunch
2017-03-25 14:00:05 +01:00
Fulgen301
b31355391b
DeathMatch: Enable unlimited relaunches
2017-03-25 13:55:42 +01:00
Fulgen301
3a39ec9f94
CaptureTheFlag: Enable unlimited relaunches
2017-03-25 13:55:34 +01:00
Fulgen301
15cf813c1c
Rename Rule_BaseRespawn to Rule_Relaunch and implement relaunch functionality
2017-03-25 13:55:21 +01:00
David Dormagen
a561e15288
object interaction menu: made some comments clearer
...
They were introduced in c37bc586e9
2017-03-13 14:56:45 +01:00
Maikel de Vries
4211751f2f
reset shaders when ambience object is deleted
2017-03-12 14:31:07 +01:00
Maikel de Vries
a49c283d67
prevent division by zero in catapult AI by setting a minimum power
2017-03-11 22:45:49 +01:00
Sven Eberhardt
10ab981b6f
Add ambience editor props, user actions and scenario saving
2017-03-09 21:42:39 -05:00
Sven Eberhardt
7ffc1c5ffb
Fix scenario saving of spawn action property in enemy spawns
2017-03-07 22:43:26 -05:00
Sven Eberhardt
ae93236729
Fix typo in enemy spawn
2017-03-07 22:43:26 -05:00
Mark
c37bc586e9
ObjectInteractionMenu: Add parameter for entry callback #1896
2017-03-06 05:33:57 +01:00
Sven Eberhardt
8db32bb53a
Fix script error on player start object with multiple clonks and nil entries in start material list
2017-03-05 14:37:35 -05:00
Sven Eberhardt
fd09df4de4
Fix non-airship vehicle AI
2017-03-05 14:35:00 -05:00
Sven Eberhardt
d537617de4
Define general AI creature selection for vehicles in enemy spawn
2017-03-05 14:32:57 -05:00
Sven Eberhardt
41b2145494
Fix enemy spawns in rectangular region
2017-03-05 13:22:19 -05:00
Sven Eberhardt
48cb0df60f
Airship enemy spawn: Add hit point parameter
2017-03-05 13:17:41 -05:00
Sven Eberhardt
5330c53e38
Fix cloud scenario saving
2017-03-05 12:30:25 -05:00
Sven Eberhardt
3d3e51489c
Add user action on enemy spawn
2017-03-05 11:45:04 -05:00
Sven Eberhardt
b0b64de7de
Infinite ammo respawn for grenade launcher AI attack mode
2017-03-05 11:27:45 -05:00
Sven Eberhardt
366c2c4b83
Add shield option to enemy spawn clonks
2017-03-05 11:27:45 -05:00
Sven Eberhardt
d4b036b541
Add weapon speed setting to enemy spawn
2017-03-05 11:27:44 -05:00
Sven Eberhardt
1c7ee21903
Add weapon speed setting to ranged weapons
2017-03-04 22:47:17 -05:00
Sven Eberhardt
d2e57dd318
Add airship spawn and attack path movement to EnemySpawn
2017-03-04 22:47:16 -05:00
Sven Eberhardt
1ff3b17dad
Add catapult to enemy spawn
...
Also fix some catapult behavior (such as pushing it along waypoints)
2017-02-26 19:42:38 -05:00
Sven Eberhardt
fccea515cd
Add alternative weapon skins as attack modes
2017-02-26 14:59:34 -05:00
David Dormagen
0d01309958
construction goal: added German translation
2017-02-26 20:49:33 +01:00
Sven Eberhardt
322b2b97de
Fix rogue escape character in US string table of enemy spawn
2017-02-26 12:02:45 -05:00
Sven Eberhardt
b795248da2
Add EditorActions for spin wheel
2017-02-26 11:23:55 -05:00
Sven Eberhardt
fd5eb86e68
More detailed info icons for enemy spawns
2017-02-26 10:58:17 -05:00
Sven Eberhardt
c7feea408d
Fix enemy removal of enemy spawn if removal modifies the spawned list
2017-02-25 23:25:11 -05:00
Sven Eberhardt
50c52eea8c
Fix DefenseBoomAttack getting hit by own shooter if NoFriendlyFire is off
2017-02-25 23:19:06 -05:00
Sven Eberhardt
6f8368da93
Enemy spawn: Add rocket spawns
2017-02-25 20:24:46 -05:00
Sven Eberhardt
6af82f193a
Add user action evaluator: Wait for condition
2017-02-25 17:03:47 -05:00
Sven Eberhardt
2d3705a813
EnemySpawn: Add "all enemies killed" user action conditional
...
Also fix delayed activation due to script player join
2017-02-25 15:21:54 -05:00
Sven Eberhardt
6cfe109db3
Enemy spawn: Add max concurrent enemies setting
2017-02-25 12:39:23 -05:00
Maikel de Vries
5c8ed12c3f
correctly initialize script player in defense goal
2017-02-22 21:38:02 +01:00
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
Sven Eberhardt
65db84d07e
Add attack path to AI and EnemySpawn
2017-02-20 22:25:28 -05:00
Sven Eberhardt
1ee26ae0a6
Fix variable shadowing in Clonk::SetScaleRotation
2017-02-20 22:25:27 -05:00
Sven Eberhardt
ca19504c40
Fix AttackMode initialization in derived AIs
2017-02-20 18:06:21 -05:00
Maikel de Vries
b58fc5e848
fix defense goal achievements
2017-02-20 21:09:14 +01:00
Sven Eberhardt
99a65008cd
Add enemy spawn object
...
This object can be placed in the editor to spawn enemy AI clonks.
2017-02-19 20:36:41 -05:00
Maikel de Vries
45676eaa8b
defense goal: put a short break after a wave that ends when all opponents are killed
2017-02-19 11:29:18 +01:00
Maikel de Vries
50f6b2266a
fix possible script error in no friendly fire rule
2017-02-19 11:28:35 +01:00
Sven Eberhardt
da4f49d7ca
Add AI attack mode (weapon) to editor properties
2017-02-14 01:36:12 -05:00
Maikel de Vries
60f3e206cc
fix variable shadowing in some scripts
2017-02-13 19:04:27 +01:00
Maikel de Vries
60e0417dd2
defense enemy: refactor code for better overloading
2017-02-10 17:57:33 +01:00
Nicolas Hake
7284d65685
Remove unintentional semicolon after if()
...
Also changed some other instances of the if(); pattern to use an empty
block in order to suppress the new warning.
2017-02-05 14:22:09 +01:00
David Dormagen
56fa6ca157
fish: fixed silent defect (usage of wrong variable)
...
This most likely does not change the behaviour, as VisionMaxRange was a higher value than VisionMaxAngle and probably capped during the fuzzyfication.
2017-02-04 15:07:41 +01:00
Maikel de Vries
2be444c297
defense goal: clean up wave control
...
Merge this into enemy control, which did handle most of the control stuff already.
2017-02-04 15:01:03 +01:00
Maikel de Vries
caca643c83
ai: add bomber and improve defense ai
2017-02-02 21:47:57 +01:00
Maikel de Vries
2807f36319
indicate which items are explosive
2017-02-02 21:47:57 +01:00
Maikel de Vries
0dbfa2dd91
ai: airship gets new pilot if old one is lost
2017-02-02 21:47:57 +01:00
Maikel de Vries
7b26e1fa13
ai: put a message when an intruder is spotted
2017-02-02 21:47:57 +01:00
Maikel de Vries
ac38e1d23a
ai: unify settings
2017-02-02 21:47:56 +01:00
Maikel de Vries
b3ace26ae3
put ai movement into a separate script
2017-02-02 21:47:56 +01:00
Maikel de Vries
b43ce3080a
ai: prohibit movement if ai has command and climb down ladders correctly
2017-02-02 21:47:56 +01:00
Maikel de Vries
a61743a4d5
improve movement of defense boom attack
2017-02-02 21:47:56 +01:00
Maikel de Vries
c02a76119a
ai: fix script runtime errors in target finding
2017-02-02 21:47:56 +01:00
Maikel de Vries
d221289886
defense goal: fix awarding bonus after game has finished
2017-02-02 21:47:56 +01:00
Maikel de Vries
21f82e6c41
update defense enemies to new ai
2017-02-02 21:47:56 +01:00
Maikel de Vries
7d3062277a
ai: attack messages, logging and better target finding
2017-02-02 21:47:56 +01:00
Maikel de Vries
8159d73be6
ai: implement airship
2017-02-02 21:47:56 +01:00
Maikel de Vries
da6ce3d5d6
ranged ai: use upper ballistic angle if lower is blocked
2017-02-02 21:47:56 +01:00
Maikel de Vries
706f4455d4
ai: add protection using the club
2017-02-02 21:47:55 +01:00
Maikel de Vries
4f420766b7
ai: implement healing
2017-02-02 21:47:55 +01:00
Maikel de Vries
ef69ee9d5f
move ai protection and target finding into separate definitions
2017-02-02 21:47:55 +01:00
Maikel de Vries
a6fd976a77
ai: fix saving & editor props, make public calls safe
2017-02-02 21:47:55 +01:00
Maikel de Vries
8d56434fc5
fix possible script runtime error in aim manager library
2017-02-02 21:47:55 +01:00
Maikel de Vries
a89af833c7
ai: fix ai getting and implement axe + club
2017-02-02 21:47:55 +01:00
Maikel de Vries
8ad872930b
rework AI: new effects, use effect target
...
This is a big change but does make it possible to separate the different scripts into different definitions.
2017-02-02 21:47:55 +01:00
Maikel de Vries
2aa1b961ea
AI: don't increase normal throw speed for javelin
...
Javelin uses ranged mechanism for using/throwing.
2017-02-02 21:47:55 +01:00
Maikel de Vries
3282806d7d
move AI ranged and melee control to separate files
2017-02-02 21:47:55 +01:00
Maikel de Vries
7fb300896a
fix AI SetGuardRange
2017-02-02 21:47:55 +01:00
Maikel de Vries
3fb539522d
clean up AI script
2017-02-02 21:47:55 +01:00
Maikel de Vries
8208a19c8f
delete interaction menu effect when menu is closed
...
This prevents a lot of effects without command target from floating around.
2017-01-22 10:49:58 +01:00
Maikel de Vries
8cc30baf02
add option to gravestone rule to fade them out
2017-01-18 18:21:12 +01:00
Maikel de Vries
5b796dd6d0
improve boom attack movement
2017-01-17 21:14:27 +01:00
Maikel de Vries
075f751a89
defense goal: scoring and achievements
2017-01-17 18:08:34 +01:00
Maikel de Vries
9466dd4b9b
move script player control to defense goal
2017-01-16 18:57:00 +01:00
Sven Eberhardt
218961f6a8
Add DuroLava liquid object #1879
...
The extra object is called "Magma" to distinguish it from Lava and has a slightly different color on the symbol. In the pump menu, only "Lava" is shown and magma is turned on/off with it automatically.
It would be nice to have only one object and control a flag somehow. However, this is bound to cause us headaches later on (combining materials, etc.). This solution is probably least error-prone.
2017-01-16 12:54:34 -05:00
Maikel de Vries
3b1dd87b8b
improvements to defense goal
2017-01-15 15:38:33 +01:00
Maikel de Vries
008e037864
fix script error in basement
2017-01-15 15:38:33 +01:00
Maikel de Vries
73de90ea8f
make friendly fire rule work for projectiles
2017-01-15 15:38:33 +01:00
Maikel de Vries
1f5f34b559
improve friendly fire rule to allow inclusion of objects
2017-01-15 15:38:33 +01:00
Maikel de Vries
85ce25fb0f
add editor button to place basement under a structure
2017-01-15 15:38:33 +01:00
Maikel de Vries
e00f1e9672
fix aiming of defense boom attack
2017-01-15 15:38:32 +01:00
Maikel de Vries
6dc9850ebd
fix possible script error in boom attack
2017-01-15 15:38:32 +01:00
Maikel de Vries
18a313c962
add defense ai control object
2017-01-15 15:38:32 +01:00
Maikel de Vries
eec8127e8a
add defense boom attack object
...
This is the standard wave attack weapon and is part of the goal in some sense.
2017-01-15 15:38:32 +01:00
Maikel de Vries
a03c67a7a2
add defense wave control object
2017-01-15 15:38:32 +01:00
Maikel de Vries
7a8032e96d
add defense enemy control object
2017-01-15 15:38:32 +01:00
Maikel de Vries
1063610369
add defense goal
...
This is the goal in defense scenarios and controls the waves. In the future a league interface can also be build. The goal is to adapt the existing defense scenarios to this format (mostly internal changes and infinite waves). Also this should allow for easier creation of defense scenarios.
2017-01-15 15:38:32 +01:00
Maikel de Vries
5e6cf4e7b8
show goal name in goal menu
2017-01-15 15:38:32 +01:00
Mark
38648dedcc
UseControl: #1873 Prevent use while a menu is opened.
...
Using objects was blocked by the GUI menus and the ObjectControl() function anyway, but (!) it was not blocked for the old style menus that can still be used.
2017-01-13 00:05:35 +01:00
Mark
92e53fe09f
UseControl: Merge the two if-blocks that share the same condition
2017-01-12 23:58:38 +01:00
Maikel de Vries
918e5ded0d
add rule to prevent friendly fire
2017-01-07 15:39:34 +01:00
Maikel de Vries
220d427915
silence warning for chippie inherited death calls
2017-01-07 07:52:25 +01:00
Mark
4b33beb9db
MoltenMonarch: Clean code
...
The king size weapons overloaded entire functions from their original objects. This was replaced by adding interfaces that allow for the manipulation of the desired values.
2017-01-07 02:21:22 +01:00
Mark
db9451dcce
MoltenMonarch: Fix musket/blunderbuss
2017-01-07 02:10:00 +01:00
Mark
172613e0c9
Clonk Control / Ladder: Add possibility of triggering a jump with ydir
...
This was part of a bugfix in the ladder for Hazard: The ladder lets the Clonk execute a jump with Clonk.JumpSpeed / 2 at the top. This is useful for extra jumps and other things where you want to force the clonk to jump.
Regarding the ladder: The most of the problems with ladders arise from the OC implementation. Further commits may follow.
2017-01-06 21:58:13 +01:00
Mark
2168a6948a
Base Material: Remove more duplicate code
2017-01-06 15:38:16 +01:00
Mark
879f21acaf
Base Material: Add brackets.
2017-01-06 15:34:25 +01:00
Mark
65850d4015
Base Material: Extracted function for accessing the player's base material
...
Reduces duplicate code.
2017-01-06 15:27:11 +01:00
Mark
32245bfb20
Base Material: Rename 'def' to 'material'
2017-01-06 15:19:15 +01:00
Mark
2b5a2740b4
Base Material: Rename 'cnt' to 'amount'
2017-01-06 15:18:11 +01:00
Mark
548d2a7b13
Base Material: Rename 'plr' to 'player'
2017-01-06 15:16:02 +01:00
Maikel de Vries
1d211c9466
fix burning and destruction of vines
2017-01-05 21:06:17 +01:00
Maikel de Vries
948ef66723
fix AI scaling on ladders
2017-01-05 21:05:28 +01:00
Clonkonaut
dad7156f6a
Airplane now has just one fire button (Mouse Left / CON_Use), Mouse Right (CON_UseAlt) instead cycles through the firing modes.
...
As suggested by Maikel (http://forum.openclonk.org/topic_show.pl?pid=32751#pid32751 ).
2017-01-05 01:18:34 +01:00
Clonkonaut
e4cfd39fdc
Let plants grow less crowded, especially different kinds of plants ( #1607 ).
...
This will need some testing whether all scenarios are still playable.
2017-01-04 03:33:28 +01:00
Clonkonaut
fc9a25d215
Fixed fuse positioning when creating a new one.
...
Fuses were created at 0,0 and everything looked ugly!
2017-01-03 22:45:20 +01:00
Clonkonaut
c423ec5de2
Made airplane touchable ( #1663 ).
...
Made it untouchable in all missions.
2017-01-03 22:04:48 +01:00
Mark
83486fceb8
Control: Format scripts
2017-01-03 18:04:10 +01:00
Mark
fa28a7a643
Control: Extract library for using menus
...
External packs use this functionality without using the whole default Clonk control.
2017-01-03 18:03:49 +01:00
Mark
39c54c323c
Control: Extract library for using objects
...
External packs use this functionality without using the whole default Clonk control.
2017-01-03 18:03:32 +01:00
Maikel de Vries
422207b54d
add icons for buying and selling
2017-01-03 17:56:03 +01:00
Clonkonaut
7be2bd33fa
Moved airplane smoke a bit out of the way and made less prominent, added water stirring effect when flying low!
2017-01-03 01:55:18 +01:00
Maikel de Vries
efed830df3
fix liquid container accepting materials and show them in interaction menu
2017-01-02 18:33:14 +01:00
Maikel de Vries
8fa5de35a9
fix airplane parachute mode
2017-01-02 18:29:23 +01:00
Clonkonaut
c11ca2f3c6
Airplane: added a bunch of firing modes (switchable via the interaction menu):
...
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
8cd2432c58
Allow non-editor collection of objects by dialogue helper object
...
Also revert Clonkonaut's crash landing into hotfix
2017-01-01 17:00:57 -05:00
Sven Eberhardt
e015cdef8d
Add basement width editor property
2017-01-01 12:46:23 -05:00
Sven Eberhardt
dc9b948590
Editor: Add blit mode editor prop
2017-01-01 12:26:02 -05:00
Sven Eberhardt
52d0525886
Editor: Show proper name for default (nil) visibility property
2017-01-01 11:32:23 -05:00
Sven Eberhardt
a23e4f2707
Dynamite box fixes and improvements
...
* 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
Clonkonaut
8f972fd4b7
Airplane: float, to make it land on water ( #1097 ).
2016-12-30 03:55:31 +01:00
Clonkonaut
71d5e611a4
Airplane: carry up to 20 items and 3 clonks ( #1663 ). Also refactoring of the script.
2016-12-30 03:54:01 +01:00
Maikel de Vries
6fe22afe1a
fix script runtime error in pump
2016-12-29 18:57:33 +01:00
Maikel de Vries
9b133030dc
destruct airplane when crashing with low hit points
...
TODO: needs visual feedback when low on hitpoints.
2016-12-28 22:18:52 +01:00
Maikel de Vries
59961f3a17
remove base library
...
* remove library itself
* remove GetBase()
* change flagpole, etc.
* move basematerial library to vendor
2016-12-28 18:19:10 +01:00
Sven Eberhardt
8ae8dd9c44
Add user action: Set player view
2016-12-28 08:54:01 -04:00
Sven Eberhardt
f2e8bc5814
Fix basement width scenario saving
2016-12-28 08:53:59 -04:00
Sven Eberhardt
b0429bdbcd
Add earthquake user action
2016-12-28 08:53:57 -04:00
Sven Eberhardt
bdb3118309
Add missing inherited calls to structure Definiton calls
2016-12-28 08:53:55 -04:00
Sven Eberhardt
16988e76f0
Add "flip" EditorAction to structures
2016-12-28 08:50:19 -04:00
Sven Eberhardt
eee156b5ac
Add sequence user action to trigger other sequences
2016-12-28 08:50:18 -04:00
Sven Eberhardt
93109e60f5
Fix solid check position for earthquakes launched from local calls
...
The effect is created in global coordinates, but the SemiSolidCheck was done in local coordinates.
2016-12-28 08:50:17 -04:00
Clonkonaut
308fc37e47
Remove extinguished flames.
2016-12-27 22:51:44 +01:00
Maikel de Vries
ee2f82860c
put pipe at structure bottom when cutting it
2016-12-26 20:30:29 +01:00
Maikel de Vries
2392f85358
fix another c4script error when updating power network
2016-12-26 17:55:45 +01:00
Maikel de Vries
aeddfd1b03
prevent bullet pack from sliding due to zero friction
2016-12-26 17:55:45 +01:00
Maikel de Vries
a422c6d6ec
power storage: save stored power and make editor property
2016-12-26 17:55:45 +01:00
Maikel de Vries
84d621fc5a
fix script runtime error when updating power networks
2016-12-26 17:55:45 +01:00
Mark
bace3b7d2b
#1710 : Remove logs for debugging
2016-12-25 19:21:16 +01:00
Mark
45f98ce03a
#1710 : Fix the bug
...
The problem was that the call to Actmap.*.StartCallLadderOverloaded happend parallely with the ladder search effect and finished after the search effect call was finished, starting a wall jump animation after the Clonk grabbed the ladder.
2016-12-25 19:21:08 +01:00
Mark
17d6bb0e1b
#1710 : Logs for debugging
2016-12-25 19:21:01 +01:00
Maikel de Vries
7f1b6ac19b
pumping air: fixed power need and high consumer priority
2016-12-25 19:07:26 +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
42c8dbc2c8
make producer continue directly after production finishes
2016-12-25 17:48:07 +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
0d0a61d4b0
change concrete production time to enable continuous pumping
2016-12-24 15:30:20 +01:00
Maikel de Vries
b9aaa2fda4
pump: implement gui interface for selecting materials to pump
2016-12-24 15:12:14 +01:00
Maikel de Vries
ae40126dbb
implement pumping specific liquids only
2016-12-24 14:09:47 +01:00
Maikel de Vries
d03ac67807
snow is not a liquid
...
We can make it a liquid if we want it to be used in the foundry, or adapt the foundry. But that should be done properly.
2016-12-24 14:09:47 +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
Maikel de Vries
c7afed1aeb
allow pumping liquids from container (foundry and steam engine)
2016-12-24 14:09:47 +01:00
Maikel de Vries
caef28c7f6
add concrete object ( #1572 )
...
This still needs some work to fully function with pumps and pipes.
2016-12-19 21:09:22 +01:00
Maikel de Vries
7715d961f5
add information about whether power storages are being filled to the power display
2016-12-18 12:20:36 +01:00
Maikel de Vries
95e520a941
initialize power library local vars in construction callback ( #1868 )
2016-12-18 11:08:51 +01:00
Clonkonaut
afc565a419
Re-enabled automatic bucket emptying ( #1867 ).
2016-12-18 00:50:35 +01:00
Maikel de Vries
975269655f
pipe: fix scenario saving
2016-12-17 17:34:39 +01:00
Maikel de Vries
32dc9e3133
pump: fix InsertMaterialAtDrain taking into account if pixels have been inserted
2016-12-17 17:29:28 +01:00
Maikel de Vries
2b610ecb1d
pipe: improve speed of GetConnectedLine
...
This leads to a factor 3 speed up for the pump.
2016-12-17 17:27:48 +01:00
Maikel de Vries
667b13c098
remove LifeCheck effects from progress bars
...
This check is done by the attachment action already and led to the creation of many useless effects.
2016-12-17 17:26:11 +01:00
Maikel de Vries
7ef0fc5568
don't let producers empty extra slots ( #1864 )
2016-12-16 21:37:47 +01:00
Maikel de Vries
d47c5eba2f
fix construction goal ( #1866 )
2016-12-16 21:02:45 +01:00
Lukas Werling
68ddeb3bed
Convert all text files in planet to UTF-8
2016-12-11 21:19:13 +01:00
Maikel de Vries
1d258d3d48
fix ( #1846 ) for real now
2016-12-01 23:02:43 +01:00
Maikel de Vries
7552fd94f7
fix ownership changes of moving flags ( #1846 )
2016-11-28 00:53:48 +01:00
Mark
d356d9db3d
Fix inherited() calls
...
The ... operator should be added so that the parameters are passed down. In some cases even the named parameters were not passed down.
2016-11-26 18:57:31 +01:00
Mark
94ec4e336b
Fix inherited(...) calls
...
The named parameters have to be handed down, because the ... operator only passes all the unnamed parameters.
2016-11-26 17:56:41 +01:00
Mark
5fc6ae05f8
HUD Modularity: Move library as suggested by Clonkonaut
2016-11-26 11:12:09 +01:00
Mark
202e1ed682
HUD modularity: Callback for controller ID
...
I think that the call GUI_Controller->GetControllerID() has more appeal, but it makes the code confusing maybe.
2016-11-26 11:10:35 +01:00
Mark
b557719287
HUD modularity: Library for HUD controller
...
Extracted the basic functionality for HUDs from GUI_Controller to a library. This way, if you want to create a new HUD, you only have to include the library and all the desired components. Previously you had to copy the script from GUI_Controller, too. This holds of course only if you want to actually remove components from the HUD, and not just add to it.
Currently the GUI_Controller is referenced as the ID for the HUD, will change this to a callback.
2016-11-26 11:10:29 +01:00
Sven Eberhardt
551d9968f5
UserAction: Fix default value assignment on "Any" evaluators
2016-11-23 23:34:04 -05:00
Sven Eberhardt
290d606bc5
Fix boiling liquid visibility, saving and activity in cave maps
2016-11-20 21:52:33 -05:00
Sven Eberhardt
a5de44b4e9
Add UserAction: Set shader
2016-11-20 13:43:46 -05:00
Sven Eberhardt
4b508134f8
Add clonk EditorAction: Turn around
2016-11-20 13:15:03 -05:00
Sven Eberhardt
27291ec977
Automatically move dropped items from dialogue to dialogue target
...
Because it happens easily when editing.
2016-11-20 13:15:02 -05:00
Sven Eberhardt
615e08a137
UserAction evaluator: Object alive
2016-11-20 13:15:02 -05:00
Sven Eberhardt
fb400456ce
Add MovingBrick editorprops and graph movement
2016-11-20 13:15:01 -05:00
Sven Eberhardt
4a31ce0fd8
Add editor prop for neutral flagpoles
2016-11-20 13:14:59 -05:00
Sven Eberhardt
8ac9a1e2bf
Add Rule_BaseRespawn editor props
2016-11-20 13:14:58 -05:00
Sven Eberhardt
bcf782a5a8
Improve diamond+socket scenario saving and editor visibility
2016-11-20 13:14:57 -05:00
Fulgen301
fb882d693e
Ropebridge: German translation added.
2016-11-11 18:43:35 +01:00
David Dormagen
ae2000f0a1
Contents menu: sort extra-slot containers to front to make items jump around less
...
With the highest items being in the front, the tight grid layout has less reason to resort a major amount of the items every time items are added or removed. This results in a generally more stable layout.
2016-11-07 20:09:37 +01:00
David Dormagen
12e808263b
Contents menu: use tight grid layout ( #1842 )
...
This makes extra-slot containers not block an extra row anymore. However, they might jump around a bit. It might be a good idea to set their priority lower to make them always appear first.
When they would be in front, the tight grid layout would likely not move them around.
2016-11-05 15:35:15 +01:00
Sven Eberhardt
aed3f92982
Fix dialogue sequence assignment
...
It used to be set by reference instead of copying, which means all dialogues created in a single session would reference the same sequence.
2016-10-30 21:56:08 -04:00
Sven Eberhardt
d048ca01dc
Fix resource goal scenario saving
2016-10-30 20:33:55 -04:00
Sven Eberhardt
a07d26c839
Fix conditional UserAction in loops
2016-10-30 20:33:55 -04:00
Sven Eberhardt
2b6eb83e48
Fix some parameter count errors
2016-10-24 21:28:31 -04:00
Sven Eberhardt
591b20b6ca
Fix some variable name shadowing errors
2016-10-24 21:21:55 -04:00
Sven Eberhardt
0d20551ab6
Fix some "function variable hides local variable" warnings
2016-10-24 21:05:17 -04:00
Sven Eberhardt
342916a1ed
Fix some implicit for loop declaration errors
2016-10-24 21:02:02 -04:00
Sven Eberhardt
7f543e8390
Add AI control UserActions
2016-10-24 21:02:02 -04:00
Sven Eberhardt
2e73343814
EnemyAI: Add "active" setting
...
This allows disabled AI clonks (to be used by UserActions)
2016-10-24 21:02:01 -04:00
Sven Eberhardt
8fb8be9cec
Sequence: Store trigger offset to allow non-synchronized triggers at the same interval
2016-10-23 00:20:26 -04:00
Sven Eberhardt
a0580580aa
Add rdir parameter to user action object creation
2016-10-16 21:47:20 -04:00
Maikel de Vries
0d6a8497fc
allow setting the rotation of an created object in editor user actions
2016-10-16 19:59:54 +02:00
Maikel de Vries
e124433cd5
fix playing sound when trying to enter enemy door
2016-10-16 18:47:45 +02:00
Maikel de Vries
b4cdeb3da4
base material & production: add fail safes and remove entries with zero material
2016-10-16 18:47:45 +02:00
Mark
44b2fda439
Cloud: Insert snow only if allowed to
2016-10-14 18:43:35 +02:00
Mark
0996c6e31e
Cloud: Play sound at rain impact location
...
The cloud does this with a helper object.
2016-10-11 21:51:32 +02:00
Mark
7df951fb65
Cloud: Mode without material insertion
...
Added a mode where the cloud does not extract or insert any materials, so that the rain is just a decorative element of the game.
2016-10-11 21:19:21 +02:00
Sven Eberhardt
eee79366d0
Add tool tip to "test sequence" button
2016-10-10 16:45:24 -04:00
Sven Eberhardt
6e6f642be6
Add tool tip to dialogue editor action
2016-10-10 16:45:24 -04:00
Sven Eberhardt
244650bb17
Add base material to player spawn object.
...
Set the default to a lot of clonks. This is useful so the "respawn at flagpole" rule works as expected even if users don't know about the base material setting.
2016-10-09 13:27:20 -04:00
Sven Eberhardt
b0e42e35d1
Sequence: Default action to empty sequence
2016-10-09 13:27:20 -04:00
Mark
2957a777b3
Goal: Extracted function NotifyPlayerHUD
...
Removed duplicate code in the process.
2016-10-09 11:53:25 +02:00
Mark
35e8a43f82
Goal: Optimize HUD updates
...
No more lacking behind the fulfillment status.
2016-10-09 11:50:06 +02:00
Mark
84dd95df34
Goal controller: Player parameters for goal display functions
...
Allows goals with different symbols per player.
2016-10-09 11:34:13 +02:00
Mark
9fcd3ee13e
Goal controller: Extracted functions
...
Made the variable names consistent between GoalSubMenu() and OnGoalUpdate();
Extracted the functions GetGoalSymbol() and GetGoalGraphics();
2016-10-09 11:26:47 +02:00
Mark
b18a7b7a3f
Goal controller: Readability
...
The change in call structure should not make that much of a difference in performance.
2016-10-09 11:18:10 +02:00
Mark
0d22f58b52
Goal controller: Get short description only once.
2016-10-09 11:13:12 +02:00
Mark
0732b7dc87
Goal controller: Code cleanup
2016-10-09 11:11:51 +02:00
Mark
b235c5e9e4
Goal controller: Simplified code
2016-10-09 11:11:28 +02:00
Mark
f52159b835
Goal controller: Variable definitions
2016-10-09 10:58:37 +02:00
Mark
be207737bc
Goal controller: Slight optimization
...
No need to call the function twice. This is trivial though, the call is not expensive usually.
2016-10-09 10:51:48 +02:00
Sven Eberhardt
c05ee7e644
Add gravestone inscription editor props
2016-10-08 23:29:50 -04:00
Mark
7c169c7905
Moved object interaction menu sidebar icons to separate overloadable functions
2016-10-08 17:46:39 +02:00
Clonkonaut
f37eda9508
Moved HUD proplist definitions to separate, overloadable functions.
...
See http://forum.openclonk.org/topic_show.pl?pid=32552#pid32552 for more information.
2016-10-06 01:47:45 +02:00
Lukas Werling
ddb34ab5cb
Disallow interaction with actively controlled Clonks
...
This prevents inventory stealing which is undesirable in cooperative
scenarios with competitive elements (e.g. some races) and confusing to
players.
2016-10-05 22:14:40 +02:00
Maikel de Vries
89be9bd158
implement scenario saving for liquid tank, pump & pipe
2016-10-03 18:07:49 +02:00
Sven Eberhardt
4756fb0ba1
Unify moving brick graphics size.
...
Otherwise, there were still graphics artifacts sometimes.
2016-10-03 00:02:46 -04:00
Sven Eberhardt
76ce8089af
Fix display of moving bricks with size<4.
2016-10-02 23:47:02 -04:00
Maikel de Vries
1483620b2b
fix c4script runtime error in power system when pump is initialized
2016-10-02 23:23:20 +02:00
Maikel de Vries
b0ff00439f
fix possible script error in pump
2016-10-01 19:18:23 +02:00
Maikel de Vries
2073fb0f0a
improve picture graphics of animals
2016-10-01 16:32:29 +02:00
Maikel de Vries
df43ab86f2
add IsAnimal to animals for finding them
2016-10-01 16:32:29 +02:00
Sven Eberhardt
b317afbadc
Fix division by zero on progress bars with max=0
2016-10-01 10:26:25 -04:00
Maikel de Vries
fa977149e9
make firefly use insect swarm library
2016-09-30 18:58:42 +02:00
Maikel de Vries
b42a4b824b
insect swarm: fix movement issues
2016-09-30 18:58:42 +02:00
Maikel de Vries
fb38acb946
allow setting plr view/zoom at player start object
2016-09-23 20:21:34 +02:00
Maikel de Vries
18424aaaa7
add rule to control pump speed
2016-09-23 09:26:06 +02:00
Maikel de Vries
4c7d27ec64
bats require less space on placement
2016-09-23 09:18:57 +02:00
Maikel de Vries
3df960851c
_inherited() for trees to access library functionality
2016-09-20 15:11:32 +02:00
Mark
ae1de739b0
Wooden Bridge: Return other bridge in CombineWith()
...
Apparently the return value is not used anywhere; the change allows chaining multiple bridges in a comfortable call.
2016-09-15 19:25:16 +02:00
Mark
58d42b8fd8
Library Lamp: Extracted functions.
...
Did this change a long time ago, probably for re-using functions in a derived object.
2016-09-15 19:17:17 +02:00
Sven Eberhardt
0cdad64934
Fix goal and rule displays ( #1811 )
2016-09-14 21:46:16 -04:00
Sven Eberhardt
22af9f0e8c
Fix landscape placement functions ( #1820 , #1821 )
2016-09-14 21:30:57 -04:00
Sven Eberhardt
282a561462
Add editor props and user actions for boiling lava and acid
...
Also optimize the timer
2016-09-06 00:06:37 -04:00
Sven Eberhardt
6aeeff0545
Add Library_Stackable editor props
2016-09-05 20:19:25 -04:00
Sven Eberhardt
db986e3dd7
Allow repeated ejection of infinite material stack counts in bucket and barrel
2016-09-05 20:08:30 -04:00
Sven Eberhardt
3330c592e3
Improve PlayerStart initial material setting to allow specification of weapon ammo, stackable stack count and liquid contents
2016-09-05 20:01:47 -04:00
Sven Eberhardt
34058e13f9
Fix default assignment of selected object in user action filtered object evaluators
2016-09-05 02:00:00 -04:00
Sven Eberhardt
6a78a9facb
Fix scenario saving of some animal and plant properties
2016-09-04 02:52:03 -04:00
Sven Eberhardt
ebfebca87b
Sequence: "Start Game" trigger uses first player as triggering player
2016-09-04 02:15:09 -04:00
Sven Eberhardt
dc77020586
Add user actions: Invincibility and invisibility
2016-09-03 22:07:10 -04:00
Sven Eberhardt
692ff39c0e
Add invisibility EditorProp to all object
...
Also localize some property names.
2016-09-03 22:07:10 -04:00
Sven Eberhardt
bae26bb0d7
Add user action: Set clonk direction
2016-09-03 22:07:08 -04:00
Maikel de Vries
8e75b8fed9
allow branch placement in alternative materials
2016-09-03 19:38:52 +02:00
Maikel de Vries
914d0f4f8e
fix scenario saving of waterfall
2016-09-03 19:37:39 +02:00
David Dormagen
4dd9be0e46
chippies: fix unintended growth through animal library
...
Inclusion of the library buffed the damage wild chippies do by 100%. This is unintended. Chippies grow (and get stronger) through sucking blood.
A commit that changes this behavior should address this directly. (This commit also makes chippies gain size a bit faster - as a compromise.)
The additional check in StartGrowth reduces overhead in the animals (and possibly plants) library. It is kept in this commit to give reviewers an example case for the check.
2016-09-02 09:34:19 +02:00
Sven Eberhardt
bdbce1c4c9
Fixes and EditorProps for plant reproduction
2016-09-01 23:54:27 -04:00
Sven Eberhardt
31121d682c
Rename option default value function property to DefaultValueFunction
...
It was "Get" and later "Set", which was always a bit confusing.
2016-09-01 18:32:24 -04:00
Sven Eberhardt
3b7e36abd8
Adjust chippie to use animal library for reproduction
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(It still reproduces independently after sucking out a clonk)
2016-09-01 02:24:43 -04:00
Sven Eberhardt
9cec9b5071
Make animal library properties editor-adjustable
...
Allows e.g. placement of animals that do not reproduce.
2016-09-01 02:23:42 -04:00
Sven Eberhardt
cd4e419aef
Disallow interaction menu on hostile and neutral clonks
...
Stealing items in melees or taking quest items from NPCs is a bit odd.
2016-08-30 19:54:58 -04:00
Sven Eberhardt
4c56b41de0
Fix color group in "any" value evaluator of user actions
2016-08-30 19:42:31 -04:00
Sven Eberhardt
c487c530e4
Fix respawn at flagpole position
2016-08-30 14:45:41 -04:00
Sven Eberhardt
f3f475e38a
Fix Time default initialization and add editor props
2016-08-30 02:00:02 -04:00
Sven Eberhardt
e7c11cf590
Add user action evaluators: Enter+Exit object
2016-08-30 01:40:18 -04:00
Sven Eberhardt
76227e4e6c
Add user action color evaluators: Player color, random color, RGB
2016-08-30 00:30:22 -04:00
Sven Eberhardt
48d8ad8de9
Add UserAction evaluators: for integer/player/object in list
2016-08-29 15:18:21 -04:00
Sven Eberhardt
c72135db1f
Add user action comment
2016-08-29 00:41:48 -04:00
Sven Eberhardt
cc2f626063
Add UserAction conditional value evaluator
...
i.e. operator ? :
2016-08-29 00:32:52 -04:00
Sven Eberhardt
bda3cb5640
Add UserActions to deactivate/reactivate player control
2016-08-28 22:18:58 -04:00
Sven Eberhardt
4caa9ee217
Fix disappearing health bars after crew reactivation and savegame reload ( #1629 , #1740 )
2016-08-28 22:13:08 -04:00
Sven Eberhardt
f796716655
Fix cotton scenario saving
2016-08-28 00:20:39 -04:00
Sven Eberhardt
5da1a0d5c1
Fix some sequence progress bugs
2016-08-28 00:16:58 -04:00
Sven Eberhardt
96842e2961
Sequence test uses first local player as triggering player
2016-08-27 22:20:03 -04:00
Sven Eberhardt
61b75f002f
Add extra clonk skins to skin selection menu in editor props
2016-08-27 19:04:50 -04:00
Sven Eberhardt
b339db9ea7
UserAction particles: Add fire and ring particles
...
Also sort particle type list by name.
2016-08-27 17:45:01 -04:00
Sven Eberhardt
0e3b1865ea
UserAction: Add more options for particle creation
...
Also fix collision behaviour setting to work.
2016-08-27 17:38:25 -04:00
Sven Eberhardt
147e70ace9
Fix sequence and dialogue progress mode saving
2016-08-27 17:17:48 -04:00
Sven Eberhardt
065d8536da
UserAction evaluators: Sort constant value above other evaluators
2016-08-27 17:15:20 -04:00
Sven Eberhardt
dfefa7df6f
UserAction goto and log: Put parameters directly into enum
2016-08-27 17:14:51 -04:00
Sven Eberhardt
6b9df3118c
Sort UserAction evaluators and groups by name
...
Also merge effect group into ambience group.
2016-08-27 16:46:59 -04:00
Sven Eberhardt
e2e9248d89
UserAction: Clarify HideFullName property comment
2016-08-27 16:46:58 -04:00
Maikel de Vries
788ba6e0c4
allow swapping source and drain pipe at the pump
2016-08-27 17:10:30 +02:00
Maikel de Vries
a15ac3742e
add icon for swap
2016-08-27 17:10:30 +02:00
Sven Eberhardt
dba7e773ab
UserAction variable evaluators: Default name to empty string constant
2016-08-27 10:01:33 -04:00
Sven Eberhardt
4a14ce735e
Fix UserAction type "Any" evaluators
...
Their callback function was not registered if they weren't duplicates from a non-any type
2016-08-27 09:59:25 -04:00
Sven Eberhardt
820b2a39a0
Fix display of some user actions
2016-08-27 02:04:02 -04:00
Maikel de Vries
49fa224bcd
C4D_Vehicle to C4D_None for some non-vehicles
2016-08-26 22:11:18 +02:00
Maikel de Vries
96e8f0a12f
fix fusing of dynamite box ( #1816 )
2016-08-26 19:54:19 +02:00
Maikel de Vries
07008af820
fix missing string table entry in UserAction.ocd
2016-08-25 19:07:24 +02:00
Sven Eberhardt
44022f840f
Add CustomInitializationScript to all objects
2016-08-25 00:18:11 -04:00
Sven Eberhardt
540bd62ad3
Optimize torch timer
...
The torch timer was #1 script in a profiler run of a scenario with 10 torches.
Reduce to 1/4th of the calls. Actually, I think it looks better now (less regular, more torch-y).
2016-08-24 01:28:28 -04:00
Armin Schäfer
77790c7313
Add Shark: Squashed commit of the following:
...
commit 1abfae50c6454c8f5bab10bff753fb472f0596d0
Author: Armin Schäfer <arminnessie@gmail.com>
Date: Wed Aug 3 00:56:40 2016 +0200
Make shark slower (only twice as fast as the Clonk) and reactivate FastSwim animation.
commit b35db07894be864978a6b03609eb3d754b622705
Author: Armin Schäfer <arminnessie@gmail.com>
Date: Thu Jul 21 22:24:48 2016 +0200
Shark: Fix shark not swimming for a while when Clonk was too near.
commit f1495371394796e4a2d984049c026eaa66a0d30e
Author: Armin Schäfer <arminnessie@gmail.com>
Date: Sun Jul 3 19:48:22 2016 +0200
Shark: Revert wrong location of the shark.
commit 437f911629c8ec9ee1c587e653790378b0d8fd17
Author: Armin Schäfer <arminnessie@gmail.com>
Date: Sun Jul 3 19:44:49 2016 +0200
Shark: Fix one turning bug, it can not be big enough to cause a mesh bug when turning around; shark is a bit slower when attacking (hopefully it can not jump out of the water now)
commit 28d0a9dfbad4e2b4c42295e73d8d42e5495b0e37
Author: Armin Schäfer <arminnessie@gmail.com>
Date: Sat Mar 26 01:28:19 2016 +0100
Move shark to Objects.ocd and add sharks to Clonkomotive on hard settings.
commit 000d162fb5c36225fdd215d1d30336a1c926ec27
Author: Armin Schäfer <arminnessie@gmail.com>
Date: Sat Mar 26 01:09:55 2016 +0100
Shark: Fix bugs.
commit be201ffd6424203bf2b9b3a2a8496b3d41ec3122
Author: Armin Schäfer <arminnessie@gmail.com>
Date: Sat Feb 20 14:48:12 2016 +0100
Shark update. Fix animation when attacking.
commit 7dc24e93fa19f26cc2f3344ac8267b81b4fd3eee
Author: Armin Schäfer <arminnessie@gmail.com>
Date: Sat Jan 23 22:36:24 2016 +0100
Delete the patch.txt from my last commit.
commit 36e828fb7545fb6c2538c728844f0b4dc97bfcc5
Author: Armin Schäfer <arminnessie@gmail.com>
Date: Sat Jan 23 17:38:29 2016 +0100
Add experimental Shark scenario.
2016-08-23 19:16:54 +02:00
Sven Eberhardt
e4fad91d36
Fix user action sound in local context
2016-08-23 02:07:53 -04:00
Maikel de Vries
e18cee3a46
turn musket into blunderbuss
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The musket was not a very popular and useful weapon, being inferior to the bow. It now shoots 5 weaker bullets in one shot with less damage per bullet, this might require some further testing and fine-tuning. Also the weaker bullets mean that they can be used in a gatling-gun (WIP) and in the airplane as well.
2016-08-22 16:32:48 +02:00
Maikel de Vries
7935f736fe
make mooq firebomb C4D_None instead of C4D_Vehicle
2016-08-22 16:32:47 +02:00
Maikel de Vries
095a589842
clean up bullet trail and fix offset to bullet
2016-08-22 16:32:47 +02:00
Maikel de Vries
1fc7fea628
remove unused local variable from grenade launcher
2016-08-22 16:32:47 +02:00
Maikel de Vries
45bb9ab550
rename lead shot to lead bullet and clean up script
2016-08-22 16:32:47 +02:00
Sven Eberhardt
d2557960ae
Add user action: Give player knowledge
2016-08-21 15:40:38 -04:00
Sven Eberhardt
f6b3a6efb8
Add magic wand as an editor-assignable usage item
2016-08-21 15:17:51 -04:00
Sven Eberhardt
f9349721e4
Add user action: Cast particles
2016-08-21 14:49:23 -04:00
Sven Eberhardt
c7b114139a
Add user action: Change wealth
2016-08-21 14:49:22 -04:00
Sven Eberhardt
967a5730ed
UserAction evaluator display: Invert full name display default
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Showing the full name is far more common than hiding it.
2016-08-21 14:49:21 -04:00
Sven Eberhardt
237956e7ba
Add user action: Fling object
2016-08-21 14:49:20 -04:00
Sven Eberhardt
b553d69d25
Add user action: Game over
2016-08-20 11:30:45 -04:00
Sven Eberhardt
56adee6bb9
Add script goal editor properties and user actions
2016-08-20 01:55:22 -04:00
Sven Eberhardt
4df8679be2
Simplify saving of scenario properties in saved scenarios.
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Just need to set "Save" to an identifier now.
2016-08-20 01:55:21 -04:00
Sven Eberhardt
947ca6af7c
Add user action: Activate/deactivate sequence
2016-08-20 01:55:20 -04:00
Clonkonaut
6a80ce8edb
Hot Ice Hotfix: Prevent grenade launcher from getting stuck uselessly in aim mode.
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This fix might be dangerous, I do not know it. I have no real idea what this line was supposed to do. But it certainly prevented the release use command from getting to the used item in certain corner cases (right between loading and aiming).
I tested a bunch of vehicle and they work fine so far. So maybe this line was useless and harmful after all.
2016-08-20 00:56:50 +02:00
Clonkonaut
5518d0ca15
Forgot to make the diving helmet a tool product!
2016-08-17 20:28:26 +02:00
Clonkonaut
d93b4d7b3a
Do not show helmet on back (can't make it work properly with other items).
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The helmet is just too big and bulky. Same with the diving helmet.
2016-08-17 20:25:05 +02:00
Clonkonaut
01232b61a5
Fixed taking off of helmet when putting on another.
2016-08-17 20:23:33 +02:00
Clonkonaut
afe5cd3c24
Added diving helmet, must be connect to a pump!
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Rudimentary handling of air pumping added to the pump and of course the helmet. The functions of the helmet concerning air pumping can maybe later used for a library.
2016-08-17 20:23:18 +02:00
Maikel de Vries
192ccc0203
prevent hitting self with reverse throw ( #1759 )
2016-08-15 19:20:08 +02:00
Sven Eberhardt
3a49a9c21d
Add user action: Set object position
2016-08-15 01:19:14 -04:00
Sven Eberhardt
18437305ca
Add AcidDrilling title image
2016-08-14 18:39:44 -04:00
Sven Eberhardt
6ee3849b18
Fix "number of objects in container" sequence trigger
2016-08-14 14:16:03 -04:00
Sven Eberhardt
bce903ee04
Merge branch 'master' into qteditor
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Conflicts:
planet/Objects.ocd/Items.ocd/Tools.ocd/Dynamite.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Animal.ocd/CreatureControl.ocd/DefCore.txt
2016-08-13 23:42:59 -04:00
Sven Eberhardt
4a94c3598b
Sequence: Add "<" operator to contents count trigger
2016-08-13 23:25:01 -04:00
Clonkonaut
1036bad7fb
Added a helmet by pluto. Wear and get 20% off damage*!
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*: not all damage is reduced, does not help against explosions, fire, asphyxiation or corrosion. We assume no liability for any deaths or injuries occurred while wearing.
2016-08-12 18:25:01 +02:00
Clonkonaut
43117a53bd
Added Library_Wearable for clothing or other worn items.
2016-08-12 18:22:50 +02:00
Clonkonaut
825c0653e5
Added a slight helper for corner scaling when just pressing up ( #1770 , #1630 ).
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The problem occurred as soon as the clonk's leg vertices passed the edge. It seems the engine does not really align the bottom vertex to the material. However, the bottom vertex does have CNAT_Bottom & _Left & _Right, in theory it should be properly attached. Maybe this is a little bit broken engine-wise or maybe assigning both left and right to a vertex isn't supported?
Because the lower vertex (foot vertex) isn't attached, the clonk falls down onto its leg vertex and gets stuck in an endless loop of Scale, Jump, Walk, Scale, ...
When pressing left/right, this is no problem as the clonk will be pushed towards the edge when walking and soon touch it with its foot vertex (I assume at this point regular engine behaviour kicks in).
I added a little helper in the scale effect that sets COMD_UpLeft / UpRight whenever this situation is detected and only Up is pressed. 2 frames (1 is not enough) after the effect ended, the ComDir will reset to COMD_Up. It is then possible to climb an edge and stand still on top of it.
Maybe not a perfect solution (a perfect solution would probably be to fix attachment in the engine but I couldn't pinpoint the exact problem) but it works for now.
2016-08-10 01:19:11 +02:00
Clonkonaut
52fdcec172
Renamed coconut tree ( #1752 ).
2016-08-10 00:08:01 +02:00
Clonkonaut
51a18f42b2
Expand ObjectInteractionMenu search radius one pixel lower ( #1788 ).
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I don't think this pixel will hurt too much.
2016-08-10 00:01:27 +02:00
Clonkonaut
05a814461f
ObjectInteractionMenu: don't create infinite ExtraSlotTracker effects.
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I think there's a bug in the effects system. It seems that effects are not removed properly if command_target is deleted. I will investigate.
2016-08-09 23:45:48 +02:00
Clonkonaut
07ea0fe438
Dynamite Box is now a container holding 5 sticks of dynamite. Can be taken out separately (and put back in).
2016-08-09 23:44:14 +02:00
Sven Eberhardt
4fbeead744
Fix user action "Cast objects" speed property name
2016-08-09 00:12:45 -04:00
Sven Eberhardt
ba9165d016
Fix "triggering clonk" user action evaluator in "a clonk dies" to point to the clonk.
2016-08-09 00:09:07 -04:00
Sven Eberhardt
c5ecc3a2b1
Fix user action evaluator: Find contents with ID given
2016-08-09 00:03:51 -04:00
Sven Eberhardt
d005c20f00
UserAction: Fix typo in US strings
2016-08-09 00:01:10 -04:00
Sven Eberhardt
effec53f0a
PlayerStart: Default crew to one clonk
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It's the most sensible setting for most scenarios (melee, parkour, etc.) and probably the best default for newbies.
2016-08-09 00:00:17 -04:00
Maikel de Vries
daf45a17f5
fix boiling lava name
2016-08-08 23:04:21 +02:00
Sven Eberhardt
d5cc9c2a36
UserAction: Add missing SetCondition setter function
2016-08-08 16:24:06 -04:00
Sven Eberhardt
be60b276d0
User action script: Fix script error if a context returns nil.
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If a context is defined but returns nil, the script now returns nil instead.
2016-08-08 15:34:06 -04:00
Sven Eberhardt
a713870f33
Reorder some user action parameters
2016-08-08 15:03:40 -04:00
Sven Eberhardt
0c31bc7985
Fix parkour checkpoint initialization when loaded form scenario
2016-08-08 14:56:57 -04:00
Sven Eberhardt
6811546dae
JetStream: Editor-friendly and scenario savable
2016-08-08 14:41:52 -04:00
Sven Eberhardt
b2bed04a7e
Fix sequence suspension
2016-08-08 00:49:17 -04:00
Sven Eberhardt
7e87b62e3e
Add sequence triggers: Interval and object count in container
2016-08-07 23:42:40 -04:00
Lukas Werling
e6c483953a
Dynamite: Make FuseTime a local to make changes possible
2016-08-08 01:43:19 +02:00
Sven Eberhardt
44999d550c
Fix user action sequence check interval and make it configurable
2016-08-07 17:33:51 -04:00
Sven Eberhardt
dd2e649825
Fix user action dialogue message options
2016-08-07 16:24:23 -04:00
Sven Eberhardt
dd36e46f62
Fix sequence scenario saving
2016-08-07 16:09:40 -04:00
Maikel de Vries
df098d2840
pump only activates when drain is free or accepts liquid
2016-08-07 21:26:23 +02:00
Lukas Werling
f3b2ff1295
Merge branch 'gamepad-controls'
2016-08-07 18:10:24 +02:00
David Dormagen
51bab0b0b2
renamed "Gaya" to "Gaia"
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This is necessary to not draw the attention of Zeus and find an end through a dramatic lightning strike.
2016-08-07 17:26:36 +02:00
David Dormagen
a9b1b975d3
removed Libraries/Animal/CreatureControl (and thus the automatic script player)
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The script players was not treated correctly by the goals, so joining it automatically would break stuff. While I still like the implications of an automatic script player, it was too much of a hassle for now.
Find_AnimalHostile works around the main issue as it allows just using Find_AnimalHostile and automatically have the animal work for both neutral owners and as pets. It does not allow for the distinction of hostile neutral and friendly neutral, though.
2016-08-07 17:05:53 +02:00
Sven Eberhardt
be58ef5ae1
Goal_Parkour: Also reset last respawn checkpoint on "reset all" editor action
2016-08-07 02:07:27 -04:00
Sven Eberhardt
17409ab4c1
Add user action evaluator: If
2016-08-07 02:06:15 -04:00
Sven Eberhardt
5babeba4d8
Add user action evaluators: X/Y component of position
2016-08-07 01:50:29 -04:00