mrcheko
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d5f794d4fb
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update to combat ai behaviour
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2014-01-15 22:56:55 +02:00 |
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scrawl
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da3295d69c
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Closes #1106: Move stance to CreatureStats, since creatures also have separate run/walk animations.
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2014-01-15 14:53:29 +01:00 |
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Marc Zinnschlag
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3e58eb34e4
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Merge remote-tracking branch 'sergeyshambir/startcombat'
Conflicts:
apps/openmw/mwscript/docs/vmformat.txt
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2014-01-13 10:17:10 +01:00 |
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gus
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5d4e148063
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some clean up
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2014-01-12 22:47:22 +01:00 |
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gus
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5d038423ec
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attempt to solve Bug #1009 by not building graph every frame
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2014-01-12 18:42:31 +01:00 |
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gus
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2d66b2c4fa
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AiFollow. Npc get stuck often (no stuck dtection yet)
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2014-01-11 12:06:36 +01:00 |
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gus
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f41f08c352
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Wrong logic... should improve performances
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2014-01-11 12:04:32 +01:00 |
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scrawl
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621e52f09d
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Play "attack" voiced dialogue entries randomly based on iVoiceAttackOdds.
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2014-01-10 22:48:42 +01:00 |
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scrawl
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098f9712f1
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Add getPlayerPtr() utility method. Reduces dependencies a lot.
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2014-01-08 18:39:44 +01:00 |
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scrawl
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90b55c8d4b
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Use Ogre's asin/acos functions which will protect against NaNs
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2014-01-07 17:09:08 +01:00 |
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Sergey Shambir
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5c7e39a92f
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Implemented script commands StartCombat, StopCombat, GetTarget.
Also renamed one field of AIWander class because it's not longer
unknown.
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2014-01-07 04:43:06 +04:00 |
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scrawl
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b22dd40b41
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Implement Paralyze magic effect
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2014-01-03 17:06:05 +01:00 |
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gus
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4559e932ae
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AI packages have priority and combat is triggered in actor.cpp using the Hostile setting in CreaturesState
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2013-11-18 12:33:09 +01:00 |
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gus
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683b8d77dd
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build fix (thanks travis)
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2013-10-31 11:02:26 +01:00 |
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gus
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02ded18fc5
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Linux backslash fix
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2013-10-31 09:43:12 +01:00 |
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gus
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2a927f65d3
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perfomances optimisations (pathfinding is computed less often, max 4 times per sec)
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2013-10-30 20:52:23 +01:00 |
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gus
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650a112e2e
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better timer
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2013-10-30 20:42:50 +01:00 |
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gus
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0e86209224
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linux fix :p
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2013-10-28 18:33:10 +01:00 |
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gus
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b7a9243173
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fighting should stop when the target is dead
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2013-10-28 18:22:36 +01:00 |
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gus
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12d8b4e0f8
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bugfix
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2013-10-28 18:13:07 +01:00 |
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gus
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2d84f7d33d
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NPC run
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2013-10-28 18:10:00 +01:00 |
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gus
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968968502e
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NPC always face you when fighting
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2013-10-27 14:03:58 +01:00 |
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gus
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1ac3d99c78
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pathfinding now works in AICombat.
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2013-10-07 10:20:02 +02:00 |
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gus
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83a375b55d
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AI now continue to hit you.
TODO: change the way time is handled
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2013-09-28 21:17:06 +02:00 |
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gus
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2537384c50
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bug fix
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2013-09-28 12:25:37 +02:00 |
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gus
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9353f4d14f
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WIP AI combat
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2013-09-25 18:01:36 +02:00 |
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