dteviot
0884a3796f
extracted function isTargetMagicallyHidden().
10 years ago
scrawl
278076e609
Include cleanup
10 years ago
scrawl
59db9664ba
Pass the CharacterController to AiPackage::execute
10 years ago
scrawl
019cd96719
Stop AiPursue when target has invisibility or chameleon>=75
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
233e221de2
Terminate AI packages when target is disabled or deleted ( Fixes #1910 )
10 years ago
scrawl
3dbe17b6ed
Terminate AiPursue when target dies ( Fixes #1836 )
11 years ago
scrawl
f67b7dae91
Sheath weapon in all Ai packages except for AiCombat
11 years ago
scrawl
a54ac579a5
Savegame: Store AiSequence
11 years ago
mrcheko
aa5647b45e
merge master, resolve conflicts
11 years ago
scrawl
2e9985c1a3
Change all AI packages (except AiActivate) to use ActorIds
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More robust in case the target changes cell or there are multiple targets with the same RefId
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)
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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
2c74ea381e
Moved pathfinding code to aiPackage, implemented it's use with aiFollow and aiPursue
11 years ago
mrcheko
725f6cac5e
AiPursue infinite package updating bug resolved
11 years ago
scrawl
658c37a299
AiPursue: If we reached the path end, that does not mean we reached the target. Rebuild the path if the target has moved in the meantime.
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Fixes guards in pursuit activating the dialogue too early.
Also tweaked the activation distance.
11 years ago
scrawl
7bddfc0025
Fix some spelling mistakes.
11 years ago