1
0
Fork 1
mirror of https://github.com/TES3MP/openmw-tes3mp.git synced 2025-01-16 05:49:56 +00:00
Commit graph

220 commits

Author SHA1 Message Date
Marc Zinnschlag
56c4367c1a Merge remote-tracking branch 'mrcheko/master' 2014-05-18 18:42:23 +02:00
mrcheko
69c1eb28c5 travis compile fix 2014-05-18 14:39:04 +04:00
mrcheko
aa5647b45e merge master, resolve conflicts 2014-05-17 19:20:57 +04:00
scrawl
92c5bb56e0 Un-reverted actorId for AiPursue 2014-05-17 05:34:54 +02:00
scrawl
e266aff561 Savegame: store projectiles 2014-05-17 05:24:32 +02:00
scrawl
36d9ae17cc Revert "Change all AI packages (except AiActivate) to use ActorIds"
Causes potential infinite loops (AiSequence::fill -> AiPackage() -> getCreatureStats -> ensureCustomData -> ..)

This reverts commit 2e9985c1a3.
2014-05-16 12:11:34 +02:00
mrcheko
5be37f04ef Feature 1314: make npc fight creatures 2014-05-16 00:03:48 +04:00
scrawl
b16d444f0f Fix never clearing graveyard. Oops 2014-05-15 10:05:35 +02:00
scrawl
2e9985c1a3 Change all AI packages (except AiActivate) to use ActorIds
More robust in case the target changes cell or there are multiple targets with the same RefId
2014-05-15 09:54:10 +02:00
scrawl
9052cc4a57 Savegame: store ActiveSpells 2014-05-14 23:54:15 +02:00
scrawl
dfacf8c044 Change ActiveSpells to use ActorId 2014-05-14 07:14:08 +02:00
scrawl
7697ab37e0 Fixes #1129: Change summoned creatures to use ActorId
Gracefully handles summoned creatures that are left behind in inactive cells.
2014-05-14 06:37:31 +02:00
scrawl
e591d23880 Fixes #894: Make sure the player's CharacterController is updated when the player is rebuilt. Necessary if the race is changed while we are still in a GUI (e.g. in the review dialog), and an update normally wouldn't occur. 2014-05-13 19:01:02 +02:00
scrawl
386604bc9d Fixes #869: Added methods to control external and internal collision modes separately
When an actor dies, we should only disable external collisions, i.e. prevent other actors from colliding with the dead body. The dead actor, however, should still have gravity and collision applied.

Also moved disableCollision to when the death animation finishes, not as soon as the actor's health is 0.
2014-05-13 01:43:52 +02:00
mrcheko
725f6cac5e AiPursue infinite package updating bug resolved 2014-05-13 00:05:30 +04:00
Marc Zinnschlag
729e079b0b Merge remote-tracking branch 'scrawl/master' 2014-05-06 20:18:19 +02:00
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)
2014-05-06 19:15:43 +02:00
scrawl
dd9117809d Say an attack phrase when combat starts
Move combat start to a helper method

Added some todo comments
2014-05-06 00:13:31 +02:00
Jeffrey Haines
d4812c3af9 fixed placement of else statement 2014-05-04 17:54:33 -04:00
Jeffrey Haines
78f76842a6 Added else statement
Its still dodgy though
2014-05-04 16:56:30 -04:00
Jeffrey Haines
7d5dab214c #58 - Sneak Skill: functional sneaking
Removed sneak checking from individual actor update.
Added sneak checking to Actors::update()
2014-05-04 16:20:09 -04:00
Jeffrey Haines
a65e8393bb Merged files 2014-05-04 11:33:27 -04:00
Jeffrey Haines
a469444e53 Player can't detect self 2014-05-04 08:05:32 -04:00
Jeffrey Haines
e1e23447f2 Removed initial check form setSneak
It wasn’t needed.
2014-05-03 13:16:07 -04:00
Jeffrey Haines
05e326bdc3 Added update sneak to actors
Intends to check the state of a players sneak by asking the question if
each npc can see the player.
2014-05-03 12:48:07 -04:00
scrawl
7bddfc0025 Fix some spelling mistakes. 2014-05-03 12:23:22 +02:00
scrawl
122e606e30 Crime: improvement to arrest on sight for large bounties
iCrimeThreshold controls the needed bounty to have guards run to the player and force dialogue. In vanilla, the greeting dialogue is scripted to either arrest the player (< 5000 bounty) or present a death sentence and attack (>= 5000 bounty).
2014-05-03 12:17:44 +02:00
scrawl
1fd7a07b5e Merge branch 'master' of https://github.com/OpenMW/openmw into return
Conflicts:
	apps/openmw/mwmechanics/aisequence.cpp
	apps/openmw/mwmechanics/aiwander.cpp
2014-04-29 09:14:13 +02:00
scrawl
9b36a13821 Feature #1289: NPCs return to default position
Make stationary NPCs return to their previous position once combat/crime AI finishes.
2014-04-29 09:09:51 +02:00
Thomas
885228ec02 Merge remote-tracking branch 'upstream/master'
Conflicts:
	apps/openmw/mwmechanics/actors.cpp
2014-04-28 12:27:57 -04:00
scrawl
0796815da0 Ignore dead actors in getActorsFollowing/Fighting
Prevents dead enemies from disallowing resting near them
2014-04-28 11:44:56 +02:00
scrawl
1da99d9fc7 Remove unused variable 2014-04-28 10:26:24 +02:00
Thomas
c2127845af Added onKnockdown command 2014-04-27 20:54:22 -04:00
scrawl
3eb1e4e117 Fixes #1241: Removed disposition-based combat conditions
The information for this code came from UESP, which in turn cites a (extremely vague) section from the TES-CS help text, so no surprise that it wasn't accurate.

The guard on the boat has a fight rating of 70, so with the old code it would attack on sight if the disposition is low enough. BTB-Character.esp includes something (not sure what) that drops his disposition to 35 when playing as a Khajiit, making him attack.

Testing in Vanilla it appears that disposition has no effect on combat engagement at all. Even with disposition 0 and fight 70 the NPCs don't attack.

Setting an NPCs fight rating to 70 or less still has a meaning, because the higher it is, the easier it becomes to raise the fight rating to 80 (by taunting, for example).
2014-04-27 09:43:54 +02:00
Thomas
c2b692e124 getActorsFollowing/Fighting no longer returns dead actors 2014-04-26 17:21:53 -04:00
Thomas
f3272c941f Fix for bug #1080, can't read/repair/make potions/use soul gems/rest/sleep while in combat.
The radius for being in combat with the player is fAlarmDistance, which looked like the only pertinent thing.
2014-04-24 22:47:45 -04:00
scrawl
b3916e7744 Crime: mark witnesses as alarmed.
Fixes guard dialogue to properly detect if the player turned himself in.
2014-04-18 13:44:09 +02:00
Marc Zinnschlag
86e65944b8 Merge remote-tracking branch 'jeffreyhaines/master'
Conflicts:
	apps/openmw/CMakeLists.txt
2014-04-15 11:31:48 +02:00
Marc Zinnschlag
c7f2cfeca0 Merge remote-tracking branch 'gus/AIFix2' 2014-04-06 15:13:30 +02:00
Jeffrey Haines
a274b48f2f States are saved. Crime is reacted to.
Issues where some crime is ignored. Needs a lot more work
2014-04-05 22:45:40 -04:00
Jeffrey Haines
940c88d2ec Cleaned up code, implemented crime ids
There is a problem with my game freezing. ToggleAi stops my character
2014-04-05 10:26:14 -04:00
Jeffrey Haines
df5cbe5dec Minor changes 2014-04-04 08:10:35 -04:00
Jeffrey Haines
70919ba60a Removed witnesses and minor changes 2014-04-03 16:13:14 -04:00
Jeffrey Haines
0c957a3cde Added witnesses to the mix 2014-04-03 14:53:31 -04:00
Jeffrey Haines
58b135a2be Crime is now checked every frame call 2014-04-03 00:50:09 -04:00
megaton
50af9bc0d3 General perfomance optimizations. 2014-03-30 19:45:27 +04:00
gus
bee057346b Merge branch 'master' of https://github.com/OpenMW/openmw.git into AIFix2
Conflicts:
	apps/openmw/mwmechanics/aifollow.cpp
2014-03-29 18:05:56 +01:00
scrawl
12de0afb03 Feature #50: Spawn projectiles
Fix a bug in copyObjectToCell.
Make actor rotations more consistent.
2014-03-08 01:31:27 +01:00
gus
f4879dacd5 add AIfollow to summoned creatures 2014-03-05 11:24:39 +01:00
scrawl
677fc84223 Refactor actors update 2014-02-05 09:50:21 +01:00