scrawl
59db9664ba
Pass the CharacterController to AiPackage::execute
10 years ago
dteviot
407cd50890
fixed warning C4099:
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type name first seen using 'class' now seen using 'struct'
10 years ago
scrawl
a8ae0dec52
Implement AiWander fast-forward (Feature #1125 )
10 years ago
scrawl
2b78e9795d
Implement Calm effect removing combat packages ( Fixes #1985 )
10 years ago
Alexander "Ace" Olofsson
dc788512e2
Fix LNK2019 link error on Visual Studio 2010 builds
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For some reason VS2010 (Haven't tested 2013) is REALLY pedantic about class/struct being two different things when it comes to function signatures
10 years ago
terrorfisch
5248917a6c
- changed namespace
10 years ago
terrorfisch
0871d45790
Draft how to move temporary package state to CharacterController.
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Example for a few values shown in AiWander.
10 years ago
scrawl
7252cb63a6
Fix cppcheck issues
10 years ago
scrawl
22d7d8a466
Implement Command creature/humanoid magic effects ( Fixes #1120 )
11 years ago
scrawl
d81e9cfefd
Implement actors fighting for the actor they are following ( Fixes #1141 )
11 years ago
scrawl
90a96cd7d8
Fix bug where actors in combat with multiple other actors where not regarded as in combat with a specific actor
11 years ago
scrawl
a54ac579a5
Savegame: Store AiSequence
11 years ago
mrcheko
e1249f6a31
actor handle and id confusing fix
11 years ago
mrcheko
aa5647b45e
merge master, resolve conflicts
11 years ago
mrcheko
5be37f04ef
Feature 1314: make npc fight creatures
11 years ago
Thomas
6d540c4e07
Removed merging error
11 years ago
Thomas
680890c846
Clarification on some documentation points
11 years ago
Thomas
d6d4d9f75d
Removed destructor documentation
11 years ago
Thomas
645d174a96
Merge remote-tracking branch 'upstream/master'
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Conflicts:
apps/openmw/mwmechanics/aisequence.hpp
11 years ago
scrawl
1c8c26072d
Crime and self defense fixes
...
- NPCs should still shout messages such as "thief" even if they did not report the crime
- Fixed self defense for NPCs (they no longer attack the player when they were attacked by a non-player actor)
- Fixed self defense for creatures (Fixes #1203 )
11 years ago
Thomas
dbf06d8c8b
Merge remote-tracking branch 'upstream/master'
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Conflicts:
apps/openmw/mwmechanics/aipursue.hpp
apps/openmw/mwmechanics/aisequence.hpp
11 years ago
scrawl
7bddfc0025
Fix some spelling mistakes.
11 years ago
Thomas
10a5bb9464
Made code a bit more standardized and added a good bit of documentation.
11 years ago
scrawl
9b36a13821
Feature #1289 : NPCs return to default position
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Make stationary NPCs return to their previous position once combat/crime AI finishes.
11 years ago
Jeffrey Haines
7c0b51fb7e
Ai pursue now controls guards pursuit of crimes
...
Should extend AiActivate in the future
11 years ago
scrawl
23ffb8a4dc
Fixes #1143 : Make getCurrentAiPackage return the package that was run last, not the package that will be run in the next frame.
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This makes the Mehra Milo script work properly.
11 years ago
gus
707e579dfe
Merge branch 'master' of https://github.com/zinnschlag/openmw.git into AIFix2
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Conflicts:
apps/openmw/mwmechanics/aifollow.cpp
11 years ago
gus
2446abe076
Allow getting current active package
11 years ago
Sergey Shambir
5c7e39a92f
Implemented script commands StartCombat, StopCombat, GetTarget.
...
Also renamed one field of AIWander class because it's not longer
unknown.
11 years ago
gus
4559e932ae
AI packages have priority and combat is triggered in actor.cpp using the Hostile setting in CreaturesState
11 years ago
gus
650a112e2e
better timer
11 years ago
gus
9353f4d14f
WIP AI combat
11 years ago
scrawl
16cacb338a
Initialize MWMechanics::AiSequence from ESM::AiPackageList
12 years ago
Marc Zinnschlag
345eec1135
Issue #389 : added AI package base class and AI packages management class
13 years ago