| Commit | Date | |
|---|---|---|
| 2012-05-04 16:08:06 | Tree | |
|
[r3685]
by
utunnels
1. New model header command attackthrottle. attackthrottle {rate} {time} rate: chance to cancel attack (must be between 0.0 and 1.0) note: some action will cancel the timer, for example, getting hit. Seeing the target block or attacking will also affects the timer. A value of 0.5-0.75 should be OK. 2. Move AI character grab logic from move code to attack code. 3. Only check attack every 4 loops. Assume it won't cause much difference because even 0.04 second is beyond human reaction. This should be able to save some CPU power. |
2012-05-03 15:33:56 | Tree |
| 2012-05-03 05:50:43 | Tree | |
|
[r3683]
by
utunnels
Script: Add colourmap to player property. |
2012-05-03 04:01:32 | Tree |
|
[r3682]
by
utunnels
Stop checking entity valid in getplayerproperty and changeplayerproperty unless you are , make it possible to operate name and score in continue screen. Merge map string functions of gpp and cpp. |
2012-05-02 02:24:13 | Tree |
|
[r3681]
by
utunnels
1. Dynamic allocate script buffer. |
2012-05-01 16:20:08 | Tree |
|
[r3680]
by
utunnels
Change hitpause logic. Now use pausetime as a timer and remove lastanimpos flag. This should take care of possibly multiple hits within a single frame. Fix occasional crash caused by common_idle_anim. Should always be careful when using global variable self. |
2012-04-30 15:59:56 | Tree |
|
[r3679]
by
utunnels
Make stop before player turns, for keyboard users can press left and right at the same time and will leave the player sliding while turning. |
2012-04-21 15:43:31 | Tree |
|
[r3678]
by
utunnels
- Skip unsupported aiattack command arguments to be more tolerable for older mods. |
2012-04-18 15:19:44 | Tree |
| 2012-04-18 03:58:09 | Tree |