scrawl
f3d4b63aaf
Fix AI moving load doors and throw an exception when trying to do this ( Fixes #1907 )
2014-09-11 05:53:56 +02:00
scrawl
0077296c91
Take actor's speed into account in stuck check
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The Winged Twilight's walking animation was so slow that it incorrectly detects being stuck.
2014-07-28 15:57:16 +02:00
scrawl
a54ac579a5
Savegame: Store AiSequence
2014-06-13 02:26:52 +02:00
scrawl
039398c8ae
Basic RefData and CellRef change tracking
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Wrapped item charge handling in getItemHealth function
2014-05-25 14:30:07 +02:00
Thomas
d2aada95b4
Fixed AiPursue by fixing underlying issue is Pathto()
2014-05-14 14:11:34 -04:00
Thomas
cbcf0f6039
Changed AiEScort to use new PathTo function
2014-05-14 01:44:11 -04:00
Thomas
7cd4c93fa4
Changed getNearbyDoor to use MWWorld::Ptr
2014-05-13 23:46:00 -04:00
Thomas
58bf7624be
Made code a bit more efficient
2014-05-13 21:52:05 -04:00
Thomas
203ef580cf
Fixed moving activatable object being incorrectly activated.
2014-05-13 20:32:29 -04:00
Thomas
2db3c89a9e
Ensures destination is far enough to care about getting stuck
2014-05-13 04:09:21 -04:00
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
2014-05-13 03:58:32 -04:00
Thomas
2c74ea381e
Moved pathfinding code to aiPackage, implemented it's use with aiFollow and aiPursue
2014-05-12 21:05:32 -04:00
Marc Zinnschlag
345eec1135
Issue #389 : added AI package base class and AI packages management class
2012-09-04 13:25:53 +02:00