| Commit | Date | |
|---|---|---|
| 2011-10-11 10:53:49 | Tree | |
| 2011-10-11 07:05:15 | Tree | |
| 2011-10-11 05:24:50 | Tree | |
|
[r3522]
by
utunnels
Add a new model command pfstep (pathfindstep), when it is greater than 0 pathfinding is enabled. Smaller value means more accuracy, but the valid search area is also reduced. This property is also opened to script. Add a new script function waypoints that allows way points setup. |
2011-10-11 05:16:32 | Tree |
| 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: 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 |
| 2011-10-08 09:33:20 | Tree | |
| 2011-10-08 08:58:12 | Tree |