scrawl
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d25b3ad9cb
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Fix AiCombat for creatures with weapons
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11 years ago |
scrawl
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5ee105c812
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Fix typo
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11 years ago |
scrawl
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067c2bc2ec
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Disable combat movements for creatures without weapons
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11 years ago |
scrawl
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39d86a9468
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Improvements to smooth NPC steering
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11 years ago |
mrcheko
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3a5da7e6e8
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merged with master
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11 years ago |
Marc Zinnschlag
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fd5486864a
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Merge remote-tracking branch 'gus/AIFix2'
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
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11 years ago |
mrcheko
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fe0268062d
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merge with master
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11 years ago |
mrcheko
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45b3aa3d93
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corrected things connected to determining attack type
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11 years ago |
scrawl
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b1066de81d
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Revert "Merge remote-tracking branch 'mrcheko/master'"
This reverts commit 4e360136b1 , reversing
changes made to 047bbe43b2 .
Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
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11 years ago |
scrawl
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a1fbd1fcc8
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Revert "Merge remote-tracking branch 'mrcheko/master'"
This reverts commit df7c139e2f , reversing
changes made to fec26342cd .
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11 years ago |
gus
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707e579dfe
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Merge branch 'master' of https://github.com/zinnschlag/openmw.git into AIFix2
Conflicts:
apps/openmw/mwmechanics/aifollow.cpp
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11 years ago |
gus
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5ca5946760
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WIP
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11 years ago |
mrcheko
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87e83a92f8
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refactoring of setting an attack type
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11 years ago |
scrawl
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ea21d8fec3
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Fix CreatureTargetted function
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11 years ago |
scrawl
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c8a9e9f7fa
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Stop AiCombat when the target is dead
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11 years ago |
scrawl
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df7c139e2f
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Merge remote-tracking branch 'mrcheko/master'
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11 years ago |
mrcheko
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339399f8b1
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bug fix/logic fix/future suggestion
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11 years ago |
scrawl
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9723263730
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Bug #1126: Tweak creature attack distance a bit (still no idea where this should come from)
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11 years ago |
scrawl
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4e360136b1
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Merge remote-tracking branch 'mrcheko/master'
Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
apps/openmw/mwmechanics/character.cpp
apps/openmw/mwmechanics/character.hpp
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11 years ago |
scrawl
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13646a651b
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Issue #777: Handle creatures with weapons in CharacterController. Move attack strength to CreatureStats.
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11 years ago |
mrcheko
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df4df5b094
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fixed weapRange for creatures/startcombat script(?)
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11 years ago |
mrcheko
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435bbdd530
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one more mismatch fixed
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11 years ago |
mrcheko
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46a4790cb1
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final warnings removal
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11 years ago |
mrcheko
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7df8273d71
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fix for everybody
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11 years ago |
mrcheko
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5357f569e6
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fix for scrawl
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11 years ago |
mrcheko
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f2ad1c18f2
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fix merging problem/some logic fixes
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11 years ago |
mrcheko
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d5f794d4fb
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update to combat ai behaviour
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11 years ago |
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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11 years ago |
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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11 years ago |
gus
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5d4e148063
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some clean up
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11 years ago |
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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11 years ago |
gus
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2d66b2c4fa
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AiFollow. Npc get stuck often (no stuck dtection yet)
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11 years ago |
gus
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f41f08c352
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Wrong logic... should improve performances
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11 years ago |
scrawl
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621e52f09d
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Play "attack" voiced dialogue entries randomly based on iVoiceAttackOdds.
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11 years ago |
scrawl
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098f9712f1
|
Add getPlayerPtr() utility method. Reduces dependencies a lot.
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11 years ago |
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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11 years ago |
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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11 years ago |
scrawl
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b22dd40b41
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Implement Paralyze magic effect
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11 years ago |
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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11 years ago |
gus
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683b8d77dd
|
build fix (thanks travis)
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11 years ago |
gus
|
02ded18fc5
|
Linux backslash fix
|
11 years ago |
gus
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2a927f65d3
|
perfomances optimisations (pathfinding is computed less often, max 4 times per sec)
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11 years ago |
gus
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650a112e2e
|
better timer
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11 years ago |
gus
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0e86209224
|
linux fix :p
|
11 years ago |
gus
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b7a9243173
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fighting should stop when the target is dead
|
11 years ago |
gus
|
12d8b4e0f8
|
bugfix
|
11 years ago |
gus
|
2d84f7d33d
|
NPC run
|
11 years ago |
gus
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968968502e
|
NPC always face you when fighting
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11 years ago |
gus
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1ac3d99c78
|
pathfinding now works in AICombat.
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11 years ago |
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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11 years ago |
gus
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2537384c50
|
bug fix
|
11 years ago |
gus
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9353f4d14f
|
WIP AI combat
|
11 years ago |