Andrei Kortunov
fed10e87aa
Store integer actor ID in AI packages (bug #4036 )
7 years ago
Allofich
2322ab3125
Don't make Command spells cancel AI packages
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(Fixes #3649 )
8 years ago
Allofich
b1be3596dc
Cleanup of #include statements
9 years ago
Allofich
3bebbab78e
Duration fixes for Follow and Escort
9 years ago
scrawl
c4d38bb42d
Fix clang analyzer warnings
9 years ago
scrawl
53f4b92426
AiEscort do not follow target through doors
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Testing revealed a problem where the guard on the prison ship would incorrectly follow the player outside. Upon further investigation in vanilla MW, it appears that with AiEscort the actor only follows the target through doors once the AiEscort package has completed, *and* no new AI package is running yet.
9 years ago
scrawl
965bea45c0
AiEscort makes the actor side with target in fights (Bug #2697 )
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Also will follow the player through teleport doors.
9 years ago
scrawl
59db9664ba
Pass the CharacterController to AiPackage::execute
10 years ago
scrawl
e0c6f84546
AiFollow: target has to be seen in order to start following ( Fixes #1637 )
10 years ago
scrawl
109a3f78a1
Adjust AiFollow distance for groups of multiple followers ( Fixes #1637 )
10 years ago
terrorfisch
0871d45790
Draft how to move temporary package state to CharacterController.
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Example for a few values shown in AiWander.
10 years ago
scrawl
d649c19790
Cache ActorId in AiFollow::getTarget ( Fixes #1804 )
11 years ago
scrawl
22d7d8a466
Implement Command creature/humanoid magic effects ( Fixes #1120 )
11 years ago
scrawl
d81e9cfefd
Implement actors fighting for the actor they are following ( Fixes #1141 )
11 years ago
scrawl
a54ac579a5
Savegame: Store AiSequence
11 years ago
scrawl
36d9ae17cc
Revert "Change all AI packages (except AiActivate) to use ActorIds"
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Causes potential infinite loops (AiSequence::fill -> AiPackage() -> getCreatureStats -> ensureCustomData -> ..)
This reverts commit 2e9985c1a3
.
11 years ago
scrawl
2e9985c1a3
Change all AI packages (except AiActivate) to use ActorIds
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More robust in case the target changes cell or there are multiple targets with the same RefId
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)
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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
11 years ago
Thomas
2c74ea381e
Moved pathfinding code to aiPackage, implemented it's use with aiFollow and aiPursue
11 years ago
Thomas
10a5bb9464
Made code a bit more standardized and added a good bit of documentation.
11 years ago
gus
f4879dacd5
add AIfollow to summoned creatures
11 years ago
gus
1ae62665d6
get all actors following a given actor
11 years ago
gus
ccf07f9406
Bugfix
11 years ago
gus
2d66b2c4fa
AiFollow. Npc get stuck often (no stuck dtection yet)
11 years ago
gus
650a112e2e
better timer
11 years ago
rpopovici
7079b9062f
add AI script functions
12 years ago
Marc Zinnschlag
a092deaee8
various fixes
12 years ago
marcin
51027c541e
Feature #391 Dummy AI package classes
12 years ago
marcin
99ddc63e2c
Feature #391 Dummy AI package classes
12 years ago