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[r3430] by utunnels

New models.txt command nodropspawn {0/1}
When it is on, the spawn position will be restricted to spawn entry setting.

Script engine will execute clear method when a script is being cleared. Local variable "localclear" is accessible.

2011-09-09 09:09:54 Tree
[r3429] by utunnels

Add size function for array.

2011-09-09 04:03:31 Tree
[r3428] by utunnels

New script functions (don't use, still under polishing):

array(int size)
get(array, int index)
set(array, int index, value)

Example:

int i;
void arr = array(99);
set(arr, 98, 233);
log(get(arr, 98));
for(i=0; i<99; i++){
set(arr, i, NULL());
}
free(arr);
arr = NULL();

2011-09-08 15:35:00 Tree
[r3427] by utunnels

Add nokill command for attack box.
The attack won't kill the target but will leave 1 HP.

2011-09-08 02:31:19 Tree
[r3426] by utunnels

Change to (float)GAME_SPEED in applybglayer to fix rock command staying still bug.
Though it is not a must since bgspeed always works.

2011-09-08 01:56:14 Tree
[r3425] by utunnels

Fix weaploss 2.

2011-09-07 08:22:17 Tree
[r3424] by utunnels

Don't render the first color black when playing a gif, modder should be able to control that if they want.

Restore bgbuffer.

Add new aimove switch notargetmove(no target move) for second parameter. Play idle animation when there's no target.

2011-09-07 06:44:38 Tree
[r3423] by utunnels

Let enemies wander around if there's no target.

2011-09-07 05:27:21 Tree
[r3422] by utunnels

Fix screenshot 100 limit.
Add closefilestream.

2011-09-07 03:25:19 Tree
[r3421] by utunnels

1. Fix drawmethod overflow bug when scaling a sprite.
2. Add #pragma pack(4) in scriptlib, since it is causing mysterious bugs, we shall keep an eye on that.
3. Update script variables saving function saveScriptFile.
4. Unfinished global plan feature to make AI more flexible (no effect right now, the functions are still being written).

2011-09-06 13:51:02 Tree
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