scrawl
386604bc9d
Fixes #869 : Added methods to control external and internal collision modes separately
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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
Marc Zinnschlag
729e079b0b
Merge remote-tracking branch 'scrawl/master'
2014-05-06 20:18:19 +02:00
scrawl
1c8c26072d
Crime and self defense fixes
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- 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
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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
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Its still dodgy though
2014-05-04 16:56:30 -04:00
Jeffrey Haines
7d5dab214c
#58 - Sneak Skill: functional sneaking
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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
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It wasn’t needed.
2014-05-03 13:16:07 -04:00
Jeffrey Haines
05e326bdc3
Added update sneak to actors
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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
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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
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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
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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'
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Conflicts:
apps/openmw/mwmechanics/actors.cpp
2014-04-28 12:27:57 -04:00
scrawl
0796815da0
Ignore dead actors in getActorsFollowing/Fighting
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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
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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.
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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.
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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'
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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.
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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
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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
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Conflicts:
apps/openmw/mwmechanics/aifollow.cpp
2014-03-29 18:05:56 +01:00
scrawl
12de0afb03
Feature #50 : Spawn projectiles
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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
Marc Zinnschlag
1b5301eec0
Merge branch 'savedgame'
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Conflicts:
apps/openmw/mwbase/mechanicsmanager.hpp
apps/openmw/mwbase/soundmanager.hpp
apps/openmw/mwgui/mapwindow.hpp
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
apps/openmw/mwsound/soundmanagerimp.hpp
components/esm/loadcell.cpp
2014-02-01 18:16:32 +01:00
scrawl
da34f8bda1
Fix LastHitObject
2014-01-31 04:43:35 +01:00
mrcheko
3a5da7e6e8
merged with master
2014-01-29 00:03:00 +02:00
Marc Zinnschlag
fd5486864a
Merge remote-tracking branch 'gus/AIFix2'
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Conflicts:
apps/openmw/mwbase/mechanicsmanager.hpp
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwmechanics/actors.hpp
apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
2014-01-28 12:33:31 +01:00
mrcheko
fe0268062d
merge with master
2014-01-27 22:38:01 +02:00
gus
846276f747
clean up
2014-01-27 15:14:24 +01:00
scrawl
b1066de81d
Revert "Merge remote-tracking branch 'mrcheko/master'"
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This reverts commit 4e360136b1
, reversing
changes made to 047bbe43b2
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Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
2014-01-26 00:31:44 +01:00
scrawl
28185e2017
Death/godmode fixes: Revive player *after* character update, since there might be fall damage.
2014-01-25 15:54:24 +01:00
gus
707e579dfe
Merge branch 'master' of https://github.com/zinnschlag/openmw.git into AIFix2
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Conflicts:
apps/openmw/mwmechanics/aifollow.cpp
2014-01-24 19:16:50 +01:00
scrawl
03cf383be7
Merge branch 'master' of https://github.com/zinnschlag/openmw into savedgame
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Conflicts:
apps/openmw/mwgui/referenceinterface.cpp
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
apps/openmw/mwscript/cellextensions.cpp
apps/openmw/mwworld/cells.cpp
apps/openmw/mwworld/cells.hpp
apps/openmw/mwworld/cellstore.cpp
apps/openmw/mwworld/store.cpp
apps/openmw/mwworld/worldimp.cpp
2014-01-24 18:28:35 +01:00
scrawl
205e8aa4e9
Feature #957 : Implement area magic
2014-01-20 13:11:29 +01:00
scrawl
4e360136b1
Merge remote-tracking branch 'mrcheko/master'
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Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
apps/openmw/mwmechanics/character.cpp
apps/openmw/mwmechanics/character.hpp
2014-01-19 14:01:39 +01:00
scrawl
589fbbd871
Issue #777 : Create InventoryStore for creatures with weapons/shields
2014-01-19 11:43:23 +01:00
scrawl
3dcb292bc1
Do not soul trap creatures without a soul (which apparently exist)
2014-01-17 18:43:45 +01:00