scrawl
a54ac579a5
Savegame: Store AiSequence
11 years ago
Thomas
cbcf0f6039
Changed AiEScort to use new PathTo function
11 years ago
Thomas
7cd4c93fa4
Changed getNearbyDoor to use MWWorld::Ptr
11 years ago
Thomas
ee36ace00b
Undid some code clean up changes, and changed how some includes work
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
2c74ea381e
Moved pathfinding code to aiPackage, implemented it's use with aiFollow and aiPursue
11 years ago
Thomas
dbf06d8c8b
Merge remote-tracking branch 'upstream/master'
...
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
Jeffrey Haines
7c0b51fb7e
Ai pursue now controls guards pursuit of crimes
...
Should extend AiActivate in the future
11 years ago
Sergey Shambir
5c7e39a92f
Implemented script commands StartCombat, StopCombat, GetTarget.
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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
Marc Zinnschlag
345eec1135
Issue #389 : added AI package base class and AI packages management class
13 years ago