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[r3521] by utunnels

Minor change.

TODO, make pathfinding optional.

2011-10-11 04:18:02 Tree
[r3520] by utunnels

Paralyze weapon entity animation after picked up.

Add a pathfinding logic, though it is experimental.

2011-10-11 03:58:53 Tree
[r3519] by utunnels

Minor change, also check PLAYER_MAX_Z - PLAYER_MIN_Z instead of only videomodes.vRes in ai move code.

2011-10-09 13:52:09 Tree
[r3518] by utunnels

Current mix aimove logic:

Pure wander:
Use common_try_wandercompletely and don't adjust stalltime even if the target is moving.
Mixed wander (wander + other):
Use default ai's wander part instead and stalltime will be adjust if the target is moving.

TODO: play more mods to see if there're still flickering problems. Entity shouldn't change from idle to walk too frequently or else it looks buggy.

2011-10-09 05:21:05 Tree
[r3517] by utunnels

y + 4 when use screen related spawn/summon to neutralize default gfx_y_offset.

2011-10-08 09:33:20 Tree
[r3516] by utunnels

Fix walk frame synchronizing code.

2011-10-08 08:58:12 Tree
[r3515] by utunnels

AI: Finetune ai code after testing on some mods.
Script: Add support for continue statement, needs more test, but at least it works in for loop.

2011-10-08 03:57:19 Tree
[r3514] by utunnels

Missing type for fglayer, added.
Make getlayerproperty and changelayerproperty print more accurate error messages.

2011-10-07 07:20:41 Tree
[r3513] by utunnels

Don't adjust direction too frequency for wander type ai, or it looks panic. Should be a temporary solution until I rewrite the logic for wander type ai.

Only give default bgspeedratio for background type layer, or strange things happen in some old mod like Night Slasher X.

2011-10-07 06:39:10 Tree
[r3512] by utunnels

Make avoid type a bit more aggressive or else they won't attack at all.

2011-10-07 04:19:01 Tree
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