David Cernat
c984fc0881
[Client] Allow AiActivate to be used with specific Ptrs, not just refIds
7 years ago
Allofich
b1be3596dc
Cleanup of #include statements
9 years ago
scrawl
59db9664ba
Pass the CharacterController to AiPackage::execute
10 years ago
terrorfisch
0871d45790
Draft how to move temporary package state to CharacterController.
...
Example for a few values shown in AiWander.
10 years ago
scrawl
7252cb63a6
Fix cppcheck issues
10 years ago
scrawl
a54ac579a5
Savegame: Store AiSequence
11 years ago
Thomas
203ef580cf
Fixed moving activatable object being incorrectly activated.
11 years ago
Thomas
cbfa282f8d
Changed implementations of aifollow/pursue/activate slightly, added ability for NPCs to go through unlocked doors (They even try locked ones), and step back from opening doors (Although it still needs some work)
...
Notes - When the door hits them while it's about to finish closing they will try to walk through the door.
- Considerably more works is needed in making the NPC work out troublesome areas where they get stuck
11 years ago
Thomas
10a5bb9464
Made code a bit more standardized and added a good bit of documentation.
11 years ago
Jeffrey Haines
7c0b51fb7e
Ai pursue now controls guards pursuit of crimes
...
Should extend AiActivate in the future
11 years ago
Jeffrey Haines
4037f3705e
Feature 1154 & 73: NPCs react to crime
11 years ago
gus
632834ce10
WIP
11 years ago
gus
650a112e2e
better timer
11 years ago
Marc Zinnschlag
a092deaee8
various fixes
12 years ago
marcin
51027c541e
Feature #391 Dummy AI package classes
12 years ago
marcin
515419ae0b
Feature #391 Dummy AI package classes
12 years ago